/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef _PLAYER_H
#define _PLAYER_H

#include "AchievementMgr.h"
#include "Battleground.h"
#include "Bag.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "DBCEnums.h"
#include "GroupReference.h"
#include "ItemPrototype.h"
#include "Item.h"
#include "MapReference.h"
#include "NPCHandler.h"
#include "Pet.h"
#include "QuestDef.h"
#include "ReputationMgr.h"
#include "Unit.h"
#include "Util.h"                                           // for Tokens typedef
#include "WorldSession.h"
#include "Group.h"

#include<string>
#include<vector>

struct Mail;
class Channel;
class Creature;
class DynamicObject;
class OutdoorPvP;
class Pet;
class PlayerMenu;
class PlayerSocial;
class SpellCastTargets;
class UpdateMask;
class Player_Bot;

typedef std::deque<Mail*> PlayerMails;

#define PLAYER_MAX_SKILLS           127
#define PLAYER_MAX_DAILY_QUESTS     25
#define PLAYER_EXPLORED_ZONES_SIZE  144
#define PLAYER_DEFAULT_CONQUEST_POINTS_WEEK_CAP 1350

// Note: SPELLMOD_* values is aura types in fact
enum SpellModType
{
    SPELLMOD_FLAT = 107,          // SPELL_AURA_ADD_FLAT_MODIFIER
    SPELLMOD_PCT = 108
// SPELL_AURA_ADD_PCT_MODIFIER
};

// 2^n values, Player::m_isunderwater is a bitmask. These are Trinity internal values, they are never send to any client
enum PlayerUnderwaterState
{
    UNDERWATER_NONE = 0x00, UNDERWATER_INWATER = 0x01,          // terrain type is water and player is afflicted by it
    UNDERWATER_INLAVA = 0x02,          // terrain type is lava and player is afflicted by it
    UNDERWATER_INSLIME = 0x04,          // terrain type is lava and player is afflicted by it
    UNDERWARER_INDARKWATER = 0x08,          // terrain type is dark water and player is afflicted by it

    UNDERWATER_EXIST_TIMERS = 0x10
};

enum BuyBankSlotResult
{
    ERR_BANKSLOT_FAILED_TOO_MANY = 0, ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1, ERR_BANKSLOT_NOTBANKER = 2, ERR_BANKSLOT_OK = 3
};

enum TrainerBuySpellResult
{
    ERR_TRAINER_UNAVAILABLE = 0, ERR_TRAINER_NOT_ENOUGH_MONEY = 1, ERR_TRAINER_OK = 2,
};

enum PlayerSpellState
{
    PLAYERSPELL_UNCHANGED = 0, PLAYERSPELL_CHANGED = 1, PLAYERSPELL_NEW = 2, PLAYERSPELL_REMOVED = 3, PLAYERSPELL_TEMPORARY = 4
};

struct PlayerSpell
{
    PlayerSpellState state :8;
    bool active :1;          // show in spellbook
    bool dependent :1;          // learned as result another spell learn, skill grow, quest reward, etc
    bool disabled :1;          // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks
};

struct PlayerTalent
{
    PlayerSpellState state :8;
    uint8 spec :8;
};

enum PlayerCurrencyState
{
    PLAYERCURRENCY_UNCHANGED = 0, PLAYERCURRENCY_CHANGED = 1, PLAYERCURRENCY_NEW = 2, PLAYERCURRENCY_REMOVED = 3
};

struct PlayerCurrency
{
    PlayerCurrencyState state;
    uint32 totalCount;
    uint32 weekCount;
};

#define PLAYER_CURRENCY_PRECISION   100

// Spell modifier (used for modify other spells)
struct SpellModifier
{
    SpellModifier (Aura * _ownerAura = NULL) :
            charges(0), ownerAura(_ownerAura)
    {
    }
    SpellModOp op :8;
    SpellModType type :8;
    int16 charges :16;
    int32 value;
    flag96 mask;
    uint32 spellId;
    Aura * const ownerAura;
};

typedef UNORDERED_MAP<uint32, PlayerTalent*> PlayerTalentMap;
typedef UNORDERED_MAP<uint32, PlayerSpell*> PlayerSpellMap;
typedef UNORDERED_MAP<uint32, PlayerCurrency> PlayerCurrenciesMap;
typedef std::list<SpellModifier*> SpellModList;

struct SpellCooldown
{
    time_t end;
    uint16 itemid;
};

typedef std::map<uint32, SpellCooldown> SpellCooldowns;

typedef UNORDERED_MAP<uint32 /*instanceId*/, time_t/*releaseTime*/> InstanceTimeMap;

enum TrainerSpellState
{
    TRAINER_SPELL_GREEN = 01, TRAINER_SPELL_RED = 02, TRAINER_SPELL_GRAY = 00, TRAINER_SPELL_GREEN_DISABLED = 10
// custom value, not send to client: formally green but learn not allowed
};

enum TalentBranchSpec
{
    BS_WARRIOR_ARMS = 746, BS_WARRIOR_FURY = 815, BS_WARRIOR_PROTECTION = 845, BS_PALADIN_HOLY = 831, BS_PALADIN_PROTECTION = 839, BS_PALADIN_RETRIBUTION = 855, BS_HUNTER_BEAST_MASTERY = 811, BS_HUNTER_MARKMANSHIP = 807, BS_HUNTER_SURVIVAL = 809, BG_ROGUE_ASSASINATION = 182, BS_ROGUE_COMBAT = 181, BS_ROGUE_SUBTLETY = 183, BS_PRIEST_DISCIPLINE = 760, BS_PRIEST_HOLY = 813, BS_PRIEST_SHADOW = 795, BS_DEATH_KNIGHT_BLOOD = 398, BS_DEATH_KNIGHT_FROST = 399, BS_DEATH_KNIGHT_UNHOLY = 400, BS_SHAMAN_ELEMENTAL = 261, BS_SHAMAN_ENCHANCEMENT = 263, BS_SHAMAN_RESTORATION = 262, BS_MAGE_ARCANE = 799, BS_MAGE_FIRE = 851, BS_MAGE_FROST = 823, BS_WARLOCK_AFFLICTION = 871, BS_WARLOCK_DEMONOLOGY = 867, BS_WARLOCK_DESTRUCTION = 865, BS_DRUID_BALANCE = 752, BS_DRUID_FERAL_COMBAT = 750, BS_DRUID_RESTORATION = 748
};

enum ActionButtonUpdateState
{
    ACTIONBUTTON_UNCHANGED = 0, ACTIONBUTTON_CHANGED = 1, ACTIONBUTTON_NEW = 2, ACTIONBUTTON_DELETED = 3
};

enum ActionButtonType
{
    ACTION_BUTTON_SPELL = 0x00, ACTION_BUTTON_C = 0x01,          // click?
    ACTION_BUTTON_EQSET = 0x20, ACTION_BUTTON_MACRO = 0x40, ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO, ACTION_BUTTON_ITEM = 0x80, ACTION_PETLIST = 0x30
};

#define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define ACTION_BUTTON_TYPE(X)   ((uint32(X) & 0xFF000000) >> 24)
#define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)

struct ActionButton
{
    ActionButton () :
            packedData(0), uState(ACTIONBUTTON_NEW)
    {
    }

    uint32 packedData;
    ActionButtonUpdateState uState;

    // helpers
    ActionButtonType GetType () const
    {
        return ActionButtonType(ACTION_BUTTON_TYPE(packedData));
    }
    uint32 GetAction () const
    {
        return ACTION_BUTTON_ACTION(packedData);
    }
    void SetActionAndType (uint32 action, ActionButtonType type)
    {
        uint32 newData = action | (uint32(type) << 24);
        if (newData != packedData || uState == ACTIONBUTTON_DELETED)
        {
            packedData = newData;
            if (uState != ACTIONBUTTON_NEW)
                uState = ACTIONBUTTON_CHANGED;
        }
    }
};

#define  MAX_ACTION_BUTTONS 144                             //checked in 3.2.0
typedef std::map<uint8, ActionButton> ActionButtonList;

struct PlayerCreateInfoItem
{
    PlayerCreateInfoItem (uint32 id, uint32 amount) :
            item_id(id), item_amount(amount)
    {
    }

    uint32 item_id;
    uint32 item_amount;
};

typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;

struct PlayerClassLevelInfo
{
    PlayerClassLevelInfo () :
            basehealth(0), basemana(0)
    {
    }
    uint16 basehealth;
    uint16 basemana;
};

struct PlayerClassInfo
{
    PlayerClassInfo () :
            levelInfo(NULL)
    {
    }

    PlayerClassLevelInfo* levelInfo;          //[level-1] 0..MaxPlayerLevel-1
};

struct PlayerLevelInfo
{
    PlayerLevelInfo ()
    {
        for (uint8 i = 0; i < MAX_STATS; ++i)
            stats[i] = 0;
    }

    uint8 stats[MAX_STATS];
};

typedef std::list<uint32> PlayerCreateInfoSpells;

struct PlayerCreateInfoAction
{
    PlayerCreateInfoAction () :
            button(0), type(0), action(0)
    {
    }
    PlayerCreateInfoAction (uint8 _button, uint32 _action, uint8 _type) :
            button(_button), type(_type), action(_action)
    {
    }

    uint8 button;
    uint8 type;
    uint32 action;
};

typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;

struct PlayerInfo
{
    // existence checked by displayId != 0
    PlayerInfo () :
            displayId_m(0), displayId_f(0), levelInfo(NULL)
    {
    }

    uint32 mapId;
    uint32 areaId;
    float positionX;
    float positionY;
    float positionZ;
    float orientation;
    uint16 displayId_m;
    uint16 displayId_f;
    PlayerCreateInfoItems item;
    PlayerCreateInfoSpells spell;
    PlayerCreateInfoActions action;

    PlayerLevelInfo* levelInfo;          //[level-1] 0..MaxPlayerLevel-1
};

struct PvPInfo
{
    PvPInfo () :
            inHostileArea(false), inNoPvPArea(false), inFFAPvPArea(false), endTimer(0)
    {
    }

    bool inHostileArea;
    bool inNoPvPArea;
    bool inFFAPvPArea;
    time_t endTimer;
};

struct DuelInfo
{
    DuelInfo () :
            initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0)
    {
    }

    Player *initiator;
    Player *opponent;
    time_t startTimer;
    time_t startTime;
    time_t outOfBound;
};

struct Areas
{
    uint32 areaID;
    uint32 areaFlag;
    float x1;
    float x2;
    float y1;
    float y2;
};

#define MAX_RUNES       6

enum RuneCooldowns

{
    RUNE_BASE_COOLDOWN = 10000, RUNE_MISS_COOLDOWN = 1500,
// cooldown applied on runes when the spell misses
};

enum RuneType
{
    RUNE_BLOOD = 0, RUNE_UNHOLY = 1, RUNE_FROST = 2, RUNE_DEATH = 3, NUM_RUNE_TYPES = 4
};

struct RuneInfo
{
    uint8 BaseRune;
    uint8 CurrentRune;
    uint32 Cooldown;
    AuraEffect const * ConvertAura;
};

struct Runes
{
    RuneInfo runes[MAX_RUNES];
    uint8 runeState;          // mask of available runes
    RuneType lastUsedRune;

    void SetRuneState (uint8 index, bool set = true)
    {
        if (set)
            runeState |= (1 << index);          // usable
        else
            runeState &= ~(1 << index);          // on cooldown
    }
};

struct EnchantDuration
{
    EnchantDuration () :
            item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0)
    {
    }
    ;
    EnchantDuration (Item * _item, EnchantmentSlot _slot, uint32 _leftduration) :
            item(_item), slot(_slot), leftduration(_leftduration)
    {
        ASSERT(item);
    }
    ;

    Item * item;
    EnchantmentSlot slot;
    uint32 leftduration;
};

typedef std::list<EnchantDuration> EnchantDurationList;
typedef std::list<Item*> ItemDurationList;

enum PlayerMovementType
{
    MOVE_ROOT = 1, MOVE_UNROOT = 2, MOVE_WATER_WALK = 3, MOVE_LAND_WALK = 4
};

enum DrunkenState
{
    DRUNKEN_SOBER = 0, DRUNKEN_TIPSY = 1, DRUNKEN_DRUNK = 2, DRUNKEN_SMASHED = 3
};

#define MAX_DRUNKEN   4

enum PlayerFlags
{
    PLAYER_FLAGS_GROUP_LEADER = 0x00000001, PLAYER_FLAGS_AFK = 0x00000002, PLAYER_FLAGS_DND = 0x00000004, PLAYER_FLAGS_GM = 0x00000008, PLAYER_FLAGS_GHOST = 0x00000010, PLAYER_FLAGS_RESTING = 0x00000020, PLAYER_FLAGS_UNK7 = 0x00000040, PLAYER_FLAGS_UNK8 = 0x00000080,          // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state
    PLAYER_FLAGS_CONTESTED_PVP = 0x00000100,          // Player has been involved in a PvP combat and will be attacked by contested guards
    PLAYER_FLAGS_IN_PVP = 0x00000200, PLAYER_FLAGS_HIDE_HELM = 0x00000400, PLAYER_FLAGS_HIDE_CLOAK = 0x00000800, PLAYER_FLAGS_UNK13 = 0x00001000,          // played long time
    PLAYER_FLAGS_UNK14 = 0x00002000,          // played too long time
    PLAYER_FLAGS_UNK15 = 0x00004000, PLAYER_FLAGS_DEVELOPER = 0x00008000,          // <Dev> prefix for something?
    PLAYER_FLAGS_UNK17 = 0x00010000,          // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary
    PLAYER_FLAGS_UNK18 = 0x00020000,          // taxi benchmark mode (on/off) (2.0.1)
    PLAYER_FLAGS_PVP_TIMER = 0x00040000,          // 3.0.2, pvp timer active (after you disable pvp manually)
    PLAYER_FLAGS_UNK20 = 0x00080000, PLAYER_FLAGS_UNK21 = 0x00100000, PLAYER_FLAGS_UNK22 = 0x00200000, PLAYER_FLAGS_UNK23 = 0x00400000, PLAYER_ALLOW_ONLY_ABILITY = 0x00800000,          // used by bladestorm and killing spree
    PLAYER_FLAGS_UNK25 = 0x01000000,          // disabled all melee ability on tab include autoattack
    PLAYER_FLAGS_NO_XP_GAIN = 0x02000000, PLAYER_FLAGS_UNK26 = 0x04000000, PLAYER_FLAGS_UNK27 = 0x08000000, PLAYER_FLAGS_GLEVEL_ENABLED = 0x10000000,
};

// used for PLAYER__FIELD_KNOWN_TITLES field (uint64), (1<<bit_index) without (-1)
// can't use enum for uint64 values
#define PLAYER_TITLE_DISABLED              UI64LIT(0x0000000000000000)
#define PLAYER_TITLE_NONE                  UI64LIT(0x0000000000000001)
#define PLAYER_TITLE_PRIVATE               UI64LIT(0x0000000000000002) // 1
#define PLAYER_TITLE_CORPORAL              UI64LIT(0x0000000000000004) // 2
#define PLAYER_TITLE_SERGEANT_A            UI64LIT(0x0000000000000008) // 3
#define PLAYER_TITLE_MASTER_SERGEANT       UI64LIT(0x0000000000000010) // 4
#define PLAYER_TITLE_SERGEANT_MAJOR        UI64LIT(0x0000000000000020) // 5
#define PLAYER_TITLE_KNIGHT                UI64LIT(0x0000000000000040) // 6
#define PLAYER_TITLE_KNIGHT_LIEUTENANT     UI64LIT(0x0000000000000080) // 7
#define PLAYER_TITLE_KNIGHT_CAPTAIN        UI64LIT(0x0000000000000100) // 8
#define PLAYER_TITLE_KNIGHT_CHAMPION       UI64LIT(0x0000000000000200) // 9
#define PLAYER_TITLE_LIEUTENANT_COMMANDER  UI64LIT(0x0000000000000400) // 10
#define PLAYER_TITLE_COMMANDER             UI64LIT(0x0000000000000800) // 11
#define PLAYER_TITLE_MARSHAL               UI64LIT(0x0000000000001000) // 12
#define PLAYER_TITLE_FIELD_MARSHAL         UI64LIT(0x0000000000002000) // 13
#define PLAYER_TITLE_GRAND_MARSHAL         UI64LIT(0x0000000000004000) // 14
#define PLAYER_TITLE_SCOUT                 UI64LIT(0x0000000000008000) // 15
#define PLAYER_TITLE_GRUNT                 UI64LIT(0x0000000000010000) // 16
#define PLAYER_TITLE_SERGEANT_H            UI64LIT(0x0000000000020000) // 17
#define PLAYER_TITLE_SENIOR_SERGEANT       UI64LIT(0x0000000000040000) // 18
#define PLAYER_TITLE_FIRST_SERGEANT        UI64LIT(0x0000000000080000) // 19
#define PLAYER_TITLE_STONE_GUARD           UI64LIT(0x0000000000100000) // 20
#define PLAYER_TITLE_BLOOD_GUARD           UI64LIT(0x0000000000200000) // 21
#define PLAYER_TITLE_LEGIONNAIRE           UI64LIT(0x0000000000400000) // 22
#define PLAYER_TITLE_CENTURION             UI64LIT(0x0000000000800000) // 23
#define PLAYER_TITLE_CHAMPION              UI64LIT(0x0000000001000000) // 24
#define PLAYER_TITLE_LIEUTENANT_GENERAL    UI64LIT(0x0000000002000000) // 25
#define PLAYER_TITLE_GENERAL               UI64LIT(0x0000000004000000) // 26
#define PLAYER_TITLE_WARLORD               UI64LIT(0x0000000008000000) // 27
#define PLAYER_TITLE_HIGH_WARLORD          UI64LIT(0x0000000010000000) // 28
#define PLAYER_TITLE_GLADIATOR             UI64LIT(0x0000000020000000) // 29
#define PLAYER_TITLE_DUELIST               UI64LIT(0x0000000040000000) // 30
#define PLAYER_TITLE_RIVAL                 UI64LIT(0x0000000080000000) // 31
#define PLAYER_TITLE_CHALLENGER            UI64LIT(0x0000000100000000) // 32
#define PLAYER_TITLE_SCARAB_LORD           UI64LIT(0x0000000200000000) // 33
#define PLAYER_TITLE_CONQUEROR             UI64LIT(0x0000000400000000) // 34
#define PLAYER_TITLE_JUSTICAR              UI64LIT(0x0000000800000000) // 35
#define PLAYER_TITLE_CHAMPION_OF_THE_NAARU UI64LIT(0x0000001000000000) // 36
#define PLAYER_TITLE_MERCILESS_GLADIATOR   UI64LIT(0x0000002000000000) // 37
#define PLAYER_TITLE_OF_THE_SHATTERED_SUN  UI64LIT(0x0000004000000000) // 38
#define PLAYER_TITLE_HAND_OF_ADAL          UI64LIT(0x0000008000000000) // 39
#define PLAYER_TITLE_VENGEFUL_GLADIATOR    UI64LIT(0x0000010000000000) // 40
#define KNOWN_TITLES_SIZE   6
#define MAX_TITLE_INDEX     (KNOWN_TITLES_SIZE*64)          // 3 uint64 fields
// used in PLAYER_FIELD_BYTES values
enum PlayerFieldByteFlags
{
    PLAYER_FIELD_BYTE_TRACK_STEALTHED = 0x00000002, PLAYER_FIELD_BYTE_RELEASE_TIMER = 0x00000008,          // Display time till auto release spirit
    PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010
// Display no "release spirit" window at all
};

// used in PLAYER_FIELD_BYTES2 values
enum PlayerFieldByte2Flags
{
    PLAYER_FIELD_BYTE2_NONE = 0x00, PLAYER_FIELD_BYTE2_STEALTH = 0x20, PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW = 0x40
};

enum ActivateTaxiReplies
{
    ERR_TAXIOK = 0, ERR_TAXIUNSPECIFIEDSERVERERROR = 1, ERR_TAXINOSUCHPATH = 2, ERR_TAXINOTENOUGHMONEY = 3, ERR_TAXITOOFARAWAY = 4, ERR_TAXINOVENDORNEARBY = 5, ERR_TAXINOTVISITED = 6, ERR_TAXIPLAYERBUSY = 7, ERR_TAXIPLAYERALREADYMOUNTED = 8, ERR_TAXIPLAYERSHAPESHIFTED = 9, ERR_TAXIPLAYERMOVING = 10, ERR_TAXISAMENODE = 11, ERR_TAXINOTSTANDING = 12
};

enum MirrorTimerType
{
    FATIGUE_TIMER = 0, BREATH_TIMER = 1, FIRE_TIMER = 2
};
#define MAX_TIMERS      3
#define DISABLED_MIRROR_TIMER   -1

// 2^n values
enum PlayerExtraFlags
{
    // gm abilities
    PLAYER_EXTRA_GM_ON = 0x0001, PLAYER_EXTRA_ACCEPT_WHISPERS = 0x0004, PLAYER_EXTRA_TAXICHEAT = 0x0008, PLAYER_EXTRA_GM_INVISIBLE = 0x0010, PLAYER_EXTRA_GM_CHAT = 0x0020,          // Show GM badge in chat messages
    PLAYER_EXTRA_HAS_310_FLYER = 0x0040,          // Marks if player already has 310% speed flying mount

    // other states
    PLAYER_EXTRA_PVP_DEATH = 0x0100,          // store PvP death status until corpse creating.
    PLAYER_EXTRA_WORGEN_FORM = 0x0200
// Player is in worgen form.
};

// 2^n values
enum AtLoginFlags
{
    AT_LOGIN_NONE = 0x00, AT_LOGIN_RENAME = 0x01, AT_LOGIN_RESET_SPELLS = 0x02, AT_LOGIN_RESET_TALENTS = 0x04, AT_LOGIN_CUSTOMIZE = 0x08, AT_LOGIN_RESET_PET_TALENTS = 0x10, AT_LOGIN_FIRST = 0x20, AT_LOGIN_CHANGE_FACTION = 0x40, AT_LOGIN_CHANGE_RACE = 0x80
};

typedef std::map<uint32, QuestStatusData> QuestStatusMap;
typedef std::set<uint32> RewardedQuestSet;

//               quest,  keep
typedef std::map<uint32, bool> QuestStatusSaveMap;

enum QuestSlotOffsets
{
    QUEST_ID_OFFSET = 0, QUEST_STATE_OFFSET = 1, QUEST_COUNTS_OFFSET = 2, QUEST_TIME_OFFSET = 4
};

#define MAX_QUEST_OFFSET 5

enum QuestSlotStateMask
{
    QUEST_STATE_NONE = 0x0000, QUEST_STATE_COMPLETE = 0x0001, QUEST_STATE_FAIL = 0x0002
};

enum SkillUpdateState
{
    SKILL_UNCHANGED = 0, SKILL_CHANGED = 1, SKILL_NEW = 2, SKILL_DELETED = 3
};

struct SkillStatusData
{
    SkillStatusData (uint8 _pos, SkillUpdateState _uState) :
            pos(_pos), uState(_uState)
    {
    }
    uint8 pos;
    SkillUpdateState uState;
};

typedef UNORDERED_MAP<uint32, SkillStatusData> SkillStatusMap;

class Quest;
class Spell;
class Item;
class WorldSession;

enum PlayerSlots
{
    // first slot for item stored (in any way in player m_items data)
    PLAYER_SLOT_START = 0,
    // last+1 slot for item stored (in any way in player m_items data)
    PLAYER_SLOT_END = 150, PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START)
};

#define INVENTORY_SLOT_BAG_0    255

enum EquipmentSlots          // 19 slots
{
    EQUIPMENT_SLOT_START = 0, EQUIPMENT_SLOT_HEAD = 0, EQUIPMENT_SLOT_NECK = 1, EQUIPMENT_SLOT_SHOULDERS = 2, EQUIPMENT_SLOT_BODY = 3, EQUIPMENT_SLOT_CHEST = 4, EQUIPMENT_SLOT_WAIST = 5, EQUIPMENT_SLOT_LEGS = 6, EQUIPMENT_SLOT_FEET = 7, EQUIPMENT_SLOT_WRISTS = 8, EQUIPMENT_SLOT_HANDS = 9, EQUIPMENT_SLOT_FINGER1 = 10, EQUIPMENT_SLOT_FINGER2 = 11, EQUIPMENT_SLOT_TRINKET1 = 12, EQUIPMENT_SLOT_TRINKET2 = 13, EQUIPMENT_SLOT_BACK = 14, EQUIPMENT_SLOT_MAINHAND = 15, EQUIPMENT_SLOT_OFFHAND = 16, EQUIPMENT_SLOT_RANGED = 17, EQUIPMENT_SLOT_TABARD = 18, EQUIPMENT_SLOT_END = 19
};

enum InventorySlots          // 4 slots
{
    INVENTORY_SLOT_BAG_START = 19, INVENTORY_SLOT_BAG_END = 23
};

enum InventoryPackSlots          // 16 slots
{
    INVENTORY_SLOT_ITEM_START = 23, INVENTORY_SLOT_ITEM_END = 39
};

enum BankItemSlots          // 28 slots
{
    BANK_SLOT_ITEM_START = 39, BANK_SLOT_ITEM_END = 67
};

enum BankBagSlots          // 7 slots
{
    BANK_SLOT_BAG_START = 67, BANK_SLOT_BAG_END = 74
};

enum BuyBackSlots          // 12 slots
{
    // stored in m_buybackitems
    BUYBACK_SLOT_START = 74, BUYBACK_SLOT_END = 86
};

enum KeyRingSlots          // 32 slots
{
    KEYRING_SLOT_START = 86, KEYRING_SLOT_END = 118
};

enum CurrencyTokenSlots          // 32 slots
{
    CURRENCYTOKEN_SLOT_START = 118, CURRENCYTOKEN_SLOT_END = 150
};

enum EquipmentSetUpdateState
{
    EQUIPMENT_SET_UNCHANGED = 0, EQUIPMENT_SET_CHANGED = 1, EQUIPMENT_SET_NEW = 2, EQUIPMENT_SET_DELETED = 3
};

struct EquipmentSet
{
    EquipmentSet () :
            Guid(0), state(EQUIPMENT_SET_NEW)
    {
        for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
            Items[i] = 0;
    }

    uint64 Guid;
    std::string Name;
    std::string IconName;
    uint32 Items[EQUIPMENT_SLOT_END];
    EquipmentSetUpdateState state;
};

#define MAX_EQUIPMENT_SET_INDEX 10                          // client limit
typedef std::map<uint32, EquipmentSet> EquipmentSets;

struct ItemPosCount
{
    ItemPosCount (uint16 _pos, uint32 _count) :
            pos(_pos), count(_count)
    {
    }
    bool isContainedIn (std::vector<ItemPosCount> const& vec) const;
    uint16 pos;
    uint32 count;
};
typedef std::vector<ItemPosCount> ItemPosCountVec;

enum TradeSlots
{
    TRADE_SLOT_COUNT = 7, TRADE_SLOT_TRADED_COUNT = 6, TRADE_SLOT_NONTRADED = 6
};

enum TransferAbortReason
{
    TRANSFER_ABORT_NONE = 0x00, TRANSFER_ABORT_ERROR = 0x01, TRANSFER_ABORT_MAX_PLAYERS = 0x02,          // Transfer Aborted: instance is full
    TRANSFER_ABORT_NOT_FOUND = 0x03,          // Transfer Aborted: instance not found
    TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04,          // You have entered too many instances recently.
    TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06,          // Unable to zone in while an encounter is in progress.
    TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07,          // You must have <TBC, WotLK> expansion installed to access this area.
    TRANSFER_ABORT_DIFFICULTY = 0x08,          // <Normal, Heroic, Epic> difficulty mode is not available for %s.
    TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09,          // Until you've escaped TLK's grasp, you cannot leave this place!
    TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A,          // Additional instances cannot be launched, please try again later.
    TRANSFER_ABORT_NEED_GROUP = 0x0B,          // 3.1
    TRANSFER_ABORT_NOT_FOUND2 = 0x0C,          // 3.1
    TRANSFER_ABORT_NOT_FOUND3 = 0x0D,          // 3.1
    TRANSFER_ABORT_NOT_FOUND4 = 0x0E,          // 3.2
    TRANSFER_ABORT_REALM_ONLY = 0x0F,          // All players on party must be from the same realm.
    TRANSFER_ABORT_MAP_NOT_ALLOWED = 0x10,
// Map can't be entered at this time.
};

enum InstanceResetWarningType
{
    RAID_INSTANCE_WARNING_HOURS = 1,          // WARNING! %s is scheduled to reset in %d hour(s).
    RAID_INSTANCE_WARNING_MIN = 2,          // WARNING! %s is scheduled to reset in %d minute(s)!
    RAID_INSTANCE_WARNING_MIN_SOON = 3,          // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location!
    RAID_INSTANCE_WELCOME = 4,          // Welcome to %s. This raid instance is scheduled to reset in %s.
    RAID_INSTANCE_EXPIRED = 5
};

// PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets
enum ArenaTeamInfoType
{
    ARENA_TEAM_ID = 0, ARENA_TEAM_TYPE = 1,          // new in 3.2 - team type?
    ARENA_TEAM_MEMBER = 2,          // 0 - captain, 1 - member
    ARENA_TEAM_GAMES_WEEK = 3, ARENA_TEAM_GAMES_SEASON = 4, ARENA_TEAM_WINS_SEASON = 5, ARENA_TEAM_PERSONAL_RATING = 6, ARENA_TEAM_END = 7
};

class InstanceSave;

enum RestType
{
    REST_TYPE_NO = 0, REST_TYPE_IN_TAVERN = 1, REST_TYPE_IN_CITY = 2
};

enum DuelCompleteType
{
    DUEL_INTERRUPTED = 0, DUEL_WON = 1, DUEL_FLED = 2
};

enum TeleportToOptions
{
    TELE_TO_GM_MODE = 0x01, TELE_TO_NOT_LEAVE_TRANSPORT = 0x02, TELE_TO_NOT_LEAVE_COMBAT = 0x04, TELE_TO_NOT_UNSUMMON_PET = 0x08, TELE_TO_SPELL = 0x10,
};

/// Type of environmental damages
enum EnviromentalDamage
{
    DAMAGE_EXHAUSTED = 0, DAMAGE_DROWNING = 1, DAMAGE_FALL = 2, DAMAGE_LAVA = 3, DAMAGE_SLIME = 4, DAMAGE_FIRE = 5, DAMAGE_FALL_TO_VOID = 6
// custom case for fall without durability loss
};

enum PlayedTimeIndex
{
    PLAYED_TIME_TOTAL = 0, PLAYED_TIME_LEVEL = 1
};

#define MAX_PLAYED_TIME_INDEX 2

// used at player loading query list preparing, and later result selection
enum PlayerLoginQueryIndex
{
    PLAYER_LOGIN_QUERY_LOADFROM = 0, PLAYER_LOGIN_QUERY_LOADGROUP = 1, PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES = 2, PLAYER_LOGIN_QUERY_LOADAURAS = 3, PLAYER_LOGIN_QUERY_LOADSPELLS = 4, PLAYER_LOGIN_QUERY_LOADQUESTSTATUS = 5, PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS = 6, PLAYER_LOGIN_QUERY_LOADREPUTATION = 7, PLAYER_LOGIN_QUERY_LOADINVENTORY = 8, PLAYER_LOGIN_QUERY_LOADACTIONS = 9, PLAYER_LOGIN_QUERY_LOADMAILCOUNT = 10, PLAYER_LOGIN_QUERY_LOADMAILDATE = 11, PLAYER_LOGIN_QUERY_LOADSOCIALLIST = 12, PLAYER_LOGIN_QUERY_LOADHOMEBIND = 13, PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS = 14, PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES = 15, PLAYER_LOGIN_QUERY_LOADGUILD = 16, PLAYER_LOGIN_QUERY_LOADARENAINFO = 17, PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS = 18, PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS = 19, PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS = 20, PLAYER_LOGIN_QUERY_LOADBGDATA = 21, PLAYER_LOGIN_QUERY_LOADGLYPHS = 22, PLAYER_LOGIN_QUERY_LOADTALENTS = 23, PLAYER_LOGIN_QUERY_LOADACCOUNTDATA = 24, PLAYER_LOGIN_QUERY_LOADSKILLS = 25, PLAYER_LOGIN_QUERY_LOADWEKLYQUESTSTATUS = 26, PLAYER_LOGIN_QUERY_LOADRANDOMBG = 27, PLAYER_LOGIN_QUERY_LOADARENASTATS = 28, PLAYER_LOGIN_QUERY_LOADBANNED = 29, PLAYER_LOGIN_QUERY_LOADQUESTSTATUSREW = 30, PLAYER_LOGIN_QUERY_LOADINSTANCELOCKTIMES = 31, PLAYER_LOGIN_QUERY_LOADTALENTBRANCHSPECS = 32, PLAYER_LOGIN_QUERY_LOADPETSLOT = 33, PLAYER_LOGIN_QUERY_LOAD_CURRENCY = 34, PLAYER_LOGIN_QUERY_LOAD_CP_WEEK_CAP = 35, MAX_PLAYER_LOGIN_QUERY
};

enum PlayerDelayedOperations
{
    DELAYED_SAVE_PLAYER = 0x01, DELAYED_RESURRECT_PLAYER = 0x02, DELAYED_SPELL_CAST_DESERTER = 0x04, DELAYED_BG_MOUNT_RESTORE = 0x08,          ///< Flag to restore mount state after teleport from BG
    DELAYED_BG_TAXI_RESTORE = 0x10,          ///< Flag to restore taxi state after teleport from BG
    DELAYED_END
};

// Player summoning auto-decline time (in secs)
#define MAX_PLAYER_SUMMON_DELAY                   (2*MINUTE)
#define MAX_MONEY_AMOUNT                       (0x7FFFFFFF-1)

struct InstancePlayerBind
{
    InstanceSave *save;
    bool perm;
    /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
     that aren't already permanently bound when they are inside when a boss is killed
     or when they enter an instance that the group leader is permanently bound to. */
    InstancePlayerBind () :
            save(NULL), perm(false)
    {
    }
};

enum DungeonStatusFlag
{
    DUNGEON_STATUSFLAG_NORMAL = 0x01, DUNGEON_STATUSFLAG_HEROIC = 0x02,

    RAID_STATUSFLAG_10MAN_NORMAL = 0x01, RAID_STATUSFLAG_25MAN_NORMAL = 0x02, RAID_STATUSFLAG_10MAN_HEROIC = 0x04, RAID_STATUSFLAG_25MAN_HEROIC = 0x08
};

struct AccessRequirement
{
    uint8 levelMin;
    uint8 levelMax;
    uint32 item;
    uint32 item2;
    uint32 quest_A;
    uint32 quest_H;
    uint32 achievement;
    std::string questFailedText;
};

enum CharDeleteMethod
{
    CHAR_DELETE_REMOVE = 0,          // Completely remove from the database
    CHAR_DELETE_UNLINK = 1
// The character gets unlinked from the account,
// the name gets freed up and appears as deleted ingame
};

enum CurrencyItems
{
    ITEM_HONOR_POINTS_ID = 43308, ITEM_ARENA_POINTS_ID = 43307
};

enum ConquestPointsSources
{
    CP_SOURCE_ARENA = 0, CP_SOURCE_RATED_BG = 1, CP_SOURCE_MAX
};

class PlayerTaxi
{
public:
    PlayerTaxi ();
    ~PlayerTaxi ()
    {
    }
    // Nodes
    void InitTaxiNodesForLevel (uint32 race, uint32 chrClass, uint8 level);
    void LoadTaxiMask (const char* data);

    bool IsTaximaskNodeKnown (uint32 nodeidx) const
    {
        uint8 field = uint8((nodeidx - 1) / 32);
        uint32 submask = 1 << ((nodeidx - 1) % 32);
        return (m_taximask[field] & submask) == submask;
    }
    bool SetTaximaskNode (uint32 nodeidx)
    {
        uint8 field = uint8((nodeidx - 1) / 32);
        uint32 submask = 1 << ((nodeidx - 1) % 32);
        if ((m_taximask[field] & submask) != submask)
        {
            m_taximask[field] |= submask;
            return true;
        }
        else
            return false;
    }
    void AppendTaximaskTo (ByteBuffer& data, bool all);

    // Destinations
    bool LoadTaxiDestinationsFromString (const std::string& values, uint32 team);
    std::string SaveTaxiDestinationsToString ();

    void ClearTaxiDestinations ()
    {
        m_TaxiDestinations.clear();
    }
    void AddTaxiDestination (uint32 dest)
    {
        m_TaxiDestinations.push_back(dest);
    }
    uint32 GetTaxiSource () const
    {
        return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front();
    }
    uint32 GetTaxiDestination () const
    {
        return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1];
    }
    uint32 GetCurrentTaxiPath () const;
    uint32 NextTaxiDestination ()
    {
        m_TaxiDestinations.pop_front();
        return GetTaxiDestination();
    }
    bool empty () const
    {
        return m_TaxiDestinations.empty();
    }

    friend std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
private:
    TaxiMask m_taximask;
    std::deque<uint32> m_TaxiDestinations;
};

std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);

class Player;

/// Holder for Battleground data
struct BGData
{
    BGData () :
            bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0), bgTeam(0), mountSpell(0)
    {
        ClearTaxiPath();
    }

    uint32 bgInstanceID;          ///< This variable is set to bg->m_InstanceID,
                                  ///  when player is teleported to BG - (it is battleground's GUID)
    BattlegroundTypeId bgTypeID;

    std::set<uint32> bgAfkReporter;
    uint8 bgAfkReportedCount;
    time_t bgAfkReportedTimer;

    uint32 bgTeam;          ///< What side the player will be added to

    uint32 mountSpell;
    uint32 taxiPath[2];

    WorldLocation joinPos;          ///< From where player entered BG

    void ClearTaxiPath ()
    {
        taxiPath[0] = taxiPath[1] = 0;
    }
    bool HasTaxiPath () const
    {
        return taxiPath[0] && taxiPath[1];
    }
};

class TradeData
{
public:
    // constructors
    TradeData (Player* player, Player* trader) :
            m_player(player), m_trader(trader), m_accepted(false), m_acceptProccess(false), m_money(0), m_spell(0)
    {
    }

    Player* GetTrader () const
    {
        return m_trader;
    }
    TradeData* GetTraderData () const;

    Item* GetItem (TradeSlots slot) const;
    bool HasItem (uint64 item_guid) const;
    void SetItem (TradeSlots slot, Item* item);

    uint32 GetSpell () const
    {
        return m_spell;
    }
    void SetSpell (uint32 spell_id, Item* castItem = NULL);

    Item* GetSpellCastItem () const;
    bool HasSpellCastItem () const
    {
        return m_spellCastItem != 0;
    }

    uint64 GetMoney() const { return m_money; }
    void SetMoney (uint32 money);

    bool IsAccepted () const
    {
        return m_accepted;
    }
    void SetAccepted (bool state, bool crosssend = false);

    bool IsInAcceptProcess () const
    {
        return m_acceptProccess;
    }
    void SetInAcceptProcess (bool state)
    {
        m_acceptProccess = state;
    }

private:
    // internal functions

    void Update (bool for_trader = true);

private:
    // fields

    Player* m_player;          // Player who own of this TradeData
    Player* m_trader;          // Player who trade with m_player

    bool m_accepted;          // m_player press accept for trade list
    bool m_acceptProccess;          // one from player/trader press accept and this processed

    uint32 m_money;          // m_player place money to trade

    uint32 m_spell;          // m_player apply spell to non-traded slot item
    uint64 m_spellCastItem;          // applied spell casted by item use

    uint64 m_items[TRADE_SLOT_COUNT];          // traded itmes from m_player side including non-traded slot
};

class KillRewarder
{
public:
    KillRewarder (Player* killer, Unit* victim, bool isBattleGround);

    void Reward ();

private:
    void _InitXP (Player* player);
    void _InitGroupData ();

    void _RewardHonor (Player* player);
    void _RewardXP (Player* player, float rate);
    void _RewardOnKill (Player* player, float rate);
    void _RewardKillCredit (Player* player);
    void _RewardPlayer (Player* player, bool isDungeon);
    void _RewardGroup ();

    Player* _killer;
    Unit* _victim;
    bool _isBattleGround;

    bool _isPvP;

    Group* _group;
    float _groupRate;
    uint8 _maxLevel;
    Player* _maxNotGrayMember;
    uint32 _count;
    uint32 _sumLevel;
    bool _isFullXP;

    uint32 _xp;
};

struct AnticheatData
{
    uint32 lastOpcode;
    MovementInfo lastMovementInfo;
    bool disableACCheck;
    uint32 disableACCheckTimer;
    uint32 total_reports;
    uint32 type_reports[5];
    uint32 average;
    uint64 creation_time;
};

class Player: public Unit, public GridObject<Player>
{
    friend class WorldSession;
    friend void Item::AddToUpdateQueueOf (Player *player);
    friend void Item::RemoveFromUpdateQueueOf (Player *player);
public:
    explicit Player (WorldSession *session);
    explicit Player (WorldSession &);
    ~Player ();

    AnticheatData anticheatData;

    void CleanupsBeforeDelete (bool finalCleanup = true);

    static UpdateMask updateVisualBits;
    static void InitVisibleBits ();

    void AddToWorld ();
    void RemoveFromWorld ();

    bool TeleportTo (uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
    void TeleportOutOfMap (Map *oldMap);

    bool TeleportTo (WorldLocation const &loc, uint32 options = 0)
    {
        return TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation(), options);
    }

    bool TeleportToBGEntryPoint ();

    void SetSummonPoint (uint32 mapid, float x, float y, float z)
    {
        m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY;
        m_summon_mapid = mapid;
        m_summon_x = x;
        m_summon_y = y;
        m_summon_z = z;
    }
    void SummonIfPossible (bool agree);

    bool Create (uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId);

    void Update (uint32 time);

    static bool BuildEnumData (QueryResult result, WorldPacket * p_data);

    virtual uint8 getClass () const = 0;

    void SetInWater (bool apply);

    bool IsInWater () const
    {
        return m_isInWater;
    }
    bool IsUnderWater () const;
    bool IsFalling ()
    {
        return GetPositionZ() < m_lastFallZ;
    }

    void SendInitialPacketsBeforeAddToMap ();
    void SendInitialPacketsAfterAddToMap ();
    void SendTransferAborted (uint32 mapid, TransferAbortReason reason, uint8 arg = 0);
    void SendInstanceResetWarning (uint32 mapid, Difficulty difficulty, uint32 time);

    Creature* GetNPCIfCanInteractWith (uint64 guid, uint32 npcflagmask);
    GameObject* GetGameObjectIfCanInteractWith (uint64 guid, GameobjectTypes type) const;

    bool ToggleAFK ();
    bool ToggleDND ();
    bool isAFK () const
    {
        return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
    }
    bool isDND () const
    {
        return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
    }
    uint8 chatTag () const;
    std::string afkMsg;
    std::string dndMsg;

    uint32 GetBarberShopCost (uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin = NULL);

    PlayerSocial *GetSocial ()
    {
        return m_social;
    }

    PlayerTaxi m_taxi;
    void InitTaxiNodesForLevel ()
    {
        m_taxi.InitTaxiNodesForLevel(getRace(), getClass(), getLevel());
    }
    bool ActivateTaxiPathTo (std::vector<uint32> const& nodes, Creature* npc = NULL, uint32 spellid = 0);
    bool ActivateTaxiPathTo (uint32 taxi_path_id, uint32 spellid = 0);
    void CleanupAfterTaxiFlight ();
    void ContinueTaxiFlight ();
    // mount_id can be used in scripting calls
    bool isAcceptWhispers () const
    {
        return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS;
    }
    void SetAcceptWhispers (bool on)
    {
        if (on)
            m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS;
        else
            m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS;
    }
    bool isGameMaster () const
    {
        return m_ExtraFlags & PLAYER_EXTRA_GM_ON;
    }
    void SetGameMaster (bool on);
    bool isGMChat () const
    {
        return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT);
    }
    void SetGMChat (bool on)
    {
        if (on)
            m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT;
        else
            m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT;
    }
    bool isTaxiCheater () const
    {
        return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT;
    }
    void SetTaxiCheater (bool on)
    {
        if (on)
            m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT;
        else
            m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT;
    }
    bool isGMVisible () const
    {
        return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE);
    }
    void SetGMVisible (bool on);
    bool Has310Flyer (bool checkAllSpells, uint32 excludeSpellId = 0);
    void SetHas310Flyer (bool on)
    {
        if (on)
            m_ExtraFlags |= PLAYER_EXTRA_HAS_310_FLYER;
        else
            m_ExtraFlags &= ~PLAYER_EXTRA_HAS_310_FLYER;
    }
    void SetPvPDeath (bool on)
    {
        if (on)
            m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH;
        else
            m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH;
    }

    void GiveXP (uint32 xp, Unit* victim, float group_rate = 1.0f);
    void GiveLevel (uint8 level);

    void InitStatsForLevel (bool reapplyMods = false);

    // Played Time Stuff
    time_t m_logintime;
    time_t m_Last_tick;
    time_t m_Save_Time;
    uint32 m_Played_time[MAX_PLAYED_TIME_INDEX];
    uint32 GetTotalPlayedTime ()
    {
        return m_Played_time[PLAYED_TIME_TOTAL];
    }
    uint32 GetLevelPlayedTime ()
    {
        return m_Played_time[PLAYED_TIME_LEVEL];
    }

    void setDeathState (DeathState s);          // overwrite Unit::setDeathState

    void InnEnter (time_t time, uint32 mapid, float x, float y, float z)
    {
        inn_pos_mapid = mapid;
        inn_pos_x = x;
        inn_pos_y = y;
        inn_pos_z = z;
        time_inn_enter = time;
    }

    float GetRestBonus () const
    {
        return m_rest_bonus;
    }
    void SetRestBonus (float rest_bonus_new);

    RestType GetRestType () const
    {
        return rest_type;
    }
    void SetRestType (RestType n_r_type)
    {
        rest_type = n_r_type;
    }

    uint32 GetHonorableKills ()
    {
        return GetUInt16Value(PLAYER_FIELD_KILLS, 0);
    }
    void BroadcastMessage (const char* str, ...);

    uint32 GetInnPosMapId () const
    {
        return inn_pos_mapid;
    }
    float GetInnPosX () const
    {
        return inn_pos_x;
    }
    float GetInnPosY () const
    {
        return inn_pos_y;
    }
    float GetInnPosZ () const
    {
        return inn_pos_z;
    }

    time_t GetTimeInnEnter () const
    {
        return time_inn_enter;
    }
    void UpdateInnerTime (time_t time)
    {
        time_inn_enter = time;
    }

    Pet* GetPet () const;
    Pet* SummonPet (uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 despwtime, PetSlot slotID = PET_SLOT_UNK_SLOT);
    void RemovePet (Pet* pet, PetSlot mode, bool returnreagent = false);
    uint32 GetPhaseMaskForSpawn () const;          // used for proper set phase for DB at GM-mode creature/GO spawn

    void Say (const std::string& text, const uint32 language);
    void Yell (const std::string& text, const uint32 language);
    void TextEmote (const std::string& text);
    void Whisper (const std::string& text, const uint32 language, uint64 receiver);
    void BuildPlayerChat (WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const;

    /*********************************************************/
    /***                    STORAGE SYSTEM                 ***/
    /*********************************************************/

    void SetVirtualItemSlot (uint8 i, Item* item);
    void SetSheath (SheathState sheathed);          // overwrite Unit version
    uint8 FindEquipSlot (ItemPrototype const* proto, uint32 slot, bool swap) const;
    uint32 GetItemCount (uint32 item, bool inBankAlso = false, Item* skipItem = NULL) const;
    uint32 GetItemCountWithLimitCategory (uint32 limitCategory, Item* skipItem = NULL) const;
    Item* GetItemByGuid (uint64 guid) const;
    Item* GetItemByEntry (uint32 entry) const;
    Item* GetItemByPos (uint16 pos) const;
    Item* GetItemByPos (uint8 bag, uint8 slot) const;
	Bag*  GetBagByPos(uint8 slot) const;
    inline Item* GetUseableItemByPos (uint8 bag, uint8 slot) const          //Does additional check for disarmed weapons
    {
        if (!CanUseAttackType(GetAttackBySlot(slot)))
            return NULL;
        return GetItemByPos(bag, slot);
    }
    Item* GetWeaponForAttack (WeaponAttackType attackType, bool useable = false) const;
    Item* GetShield (bool useable = false) const;
    static uint8 GetAttackBySlot (uint8 slot);          // MAX_ATTACK if not weapon slot
    std::vector<Item *> &GetItemUpdateQueue ()
    {
        return m_itemUpdateQueue;
    }
    static bool IsInventoryPos (uint16 pos)
    {
        return IsInventoryPos(pos >> 8, pos & 255);
    }
    static bool IsInventoryPos (uint8 bag, uint8 slot);
    static bool IsEquipmentPos (uint16 pos)
    {
        return IsEquipmentPos(pos >> 8, pos & 255);
    }
    static bool IsEquipmentPos (uint8 bag, uint8 slot);
    static bool IsBagPos (uint16 pos);
    static bool IsBankPos (uint16 pos)
    {
        return IsBankPos(pos >> 8, pos & 255);
    }
    static bool IsBankPos (uint8 bag, uint8 slot);
    bool IsValidPos (uint16 pos, bool explicit_pos)
    {
        return IsValidPos(pos >> 8, pos & 255, explicit_pos);
    }
    bool IsValidPos (uint8 bag, uint8 slot, bool explicit_pos);
    uint8 GetBankBagSlotCount () const
    {
        return GetByteValue(PLAYER_BYTES_2, 2);
    }
    void SetBankBagSlotCount (uint8 count)
    {
        SetByteValue(PLAYER_BYTES_2, 2, count);
    }
    bool HasItemCount (uint32 item, uint32 count, bool inBankAlso = false) const;
    bool HasItemFitToSpellRequirements (SpellEntry const* spellInfo, Item const* ignoreItem = NULL);
    bool CanNoReagentCast (SpellEntry const* spellInfo) const;
    bool HasItemOrGemWithIdEquipped (uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
    bool HasItemOrGemWithLimitCategoryEquipped (uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
    uint8 CanTakeMoreSimilarItems (Item* pItem) const
    {
        return _CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem);
    }
    uint8 CanTakeMoreSimilarItems (uint32 entry, uint32 count) const
    {
        return _CanTakeMoreSimilarItems(entry, count, NULL);
    }
    uint8 CanStoreNewItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL) const
    {
        return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count);
    }
    uint8 CanStoreItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false) const
    {
        if (!pItem)
            return EQUIP_ERR_ITEM_NOT_FOUND;
        uint32 count = pItem->GetCount();
        return _CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL);
    }
    uint8 CanStoreItems (Item **pItem, int count) const;
    uint8 CanEquipNewItem (uint8 slot, uint16 &dest, uint32 item, bool swap) const;
    uint8 CanEquipItem (uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true) const;

    uint8 CanEquipUniqueItem (Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
    uint8 CanEquipUniqueItem (ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
    uint8 CanUnequipItems (uint32 item, uint32 count) const;
    uint8 CanUnequipItem (uint16 src, bool swap) const;
    uint8 CanBankItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true) const;
    uint8 CanUseItem (Item *pItem, bool not_loading = true) const;
    bool HasItemTotemCategory (uint32 TotemCategory) const;
    uint8 CanUseItem (ItemPrototype const *pItem) const;
    uint8 CanUseAmmo (uint32 item) const;
    Item* StoreNewItem (ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0, AllowedLooterSet* allowedLooters = NULL);
    Item* StoreItem (ItemPosCountVec const& pos, Item *pItem, bool update);
    Item* EquipNewItem (uint16 pos, uint32 item, bool update);
    Item* EquipItem (uint16 pos, Item *pItem, bool update);
    void AutoUnequipOffhandIfNeed (bool force = false);
    bool StoreNewItemInBestSlots (uint32 item_id, uint32 item_count);
    void AutoStoreLoot (uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
    void AutoStoreLoot (uint32 loot_id, LootStore const& store, bool broadcast = false)
    {
        AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast);
    }
    void StoreLootItem (uint8 lootSlot, Loot* loot);

    uint8 _CanTakeMoreSimilarItems (uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
    uint8 _CanStoreItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;

    void AddRefundReference (uint32 it);
    void DeleteRefundReference (uint32 it);

    void SendCurrencies () const;
    uint32 GetCurrency (uint32 id) const;
    bool HasCurrency (uint32 id, uint32 count) const;
    void SetCurrency (uint32 id, uint32 count);
    void ModifyCurrency (uint32 id, int32 count);

    void ApplyEquipCooldown (Item * pItem);
    void SetAmmo (uint32 item);
    void RemoveAmmo ();
    float GetAmmoDPS () const
    {
        return m_ammoDPS;
    }
    bool CheckAmmoCompatibility (const ItemPrototype *ammo_proto) const;
    void QuickEquipItem (uint16 pos, Item *pItem);
    void VisualizeItem (uint8 slot, Item *pItem);
    void SetVisibleItemSlot (uint8 slot, Item *pItem);
    Item* BankItem (ItemPosCountVec const& dest, Item *pItem, bool update)
    {
        return StoreItem(dest, pItem, update);
    }
    Item* BankItem (uint16 pos, Item *pItem, bool update);
    void RemoveItem (uint8 bag, uint8 slot, bool update);
    void MoveItemFromInventory (uint8 bag, uint8 slot, bool update);
    // in trade, auction, guild bank, mail....
    void MoveItemToInventory (ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
    // in trade, guild bank, mail....
    void RemoveItemDependentAurasAndCasts (Item * pItem);
    void DestroyItem (uint8 bag, uint8 slot, bool update);
    void DestroyItemCount (uint32 item, uint32 count, bool update, bool unequip_check = false);
    void DestroyItemCount (Item* item, uint32& count, bool update);
    void DestroyConjuredItems (bool update);
    void DestroyZoneLimitedItem (bool update, uint32 new_zone);
    void SplitItem (uint16 src, uint16 dst, uint32 count);
    void SwapItem (uint16 src, uint16 dst);
    void AddItemToBuyBackSlot (Item *pItem);
    Item* GetItemFromBuyBackSlot (uint32 slot);
    void RemoveItemFromBuyBackSlot (uint32 slot, bool del);
    uint32 GetMaxKeyringSize () const
    {
        return KEYRING_SLOT_END - KEYRING_SLOT_START;
    }
    void SendEquipError (uint8 msg, Item* pItem, Item *pItem2 = NULL, uint32 itemid = 0);
    void SendBuyError (uint8 msg, Creature* pCreature, uint32 item, uint32 param);
    void SendSellError (uint8 msg, Creature* pCreature, uint64 guid, uint32 param);
    void AddWeaponProficiency (uint32 newflag)
    {
        m_WeaponProficiency |= newflag;
    }
    void AddArmorProficiency (uint32 newflag)
    {
        m_ArmorProficiency |= newflag;
    }
    uint32 GetWeaponProficiency () const
    {
        return m_WeaponProficiency;
    }
    uint32 GetArmorProficiency () const
    {
        return m_ArmorProficiency;
    }
    bool IsUseEquipedWeapon (bool mainhand) const
    {
        // disarm applied only to mainhand weapon
        return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED));
    }
    bool IsTwoHandUsed () const
    {
        Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
        return mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
    }
    void SendNewItem (Item *item, uint32 count, bool received, bool created, bool broadcast = false);
    bool BuyItemFromVendorSlot (uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
    bool _StoreOrEquipNewItem (uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemPrototype const *pProto, Creature *pVendor, VendorItem const* crItem, bool bStore);

    float GetReputationPriceDiscount (Creature const* pCreature) const;

    Player* GetTrader () const
    {
        return m_trade ? m_trade->GetTrader() : NULL;
    }
    TradeData* GetTradeData () const
    {
        return m_trade;
    }
    void TradeCancel (bool sendback);

    void UpdateEnchantTime (uint32 time);
    void UpdateSoulboundTradeItems ();
    void RemoveTradeableItem (Item* item);
    void UpdateItemDuration (uint32 time, bool realtimeonly = false);
    void AddEnchantmentDurations (Item *item);
    void RemoveEnchantmentDurations (Item *item);
    void RemoveArenaEnchantments (EnchantmentSlot slot);
    void AddEnchantmentDuration (Item *item, EnchantmentSlot slot, uint32 duration);
    void ApplyEnchantment (Item *item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
    void ApplyEnchantment (Item *item, bool apply);
    void ApplyItemReforge (Item *item, bool apply);
    void UpdateSkillEnchantments (uint16 skill_id, uint16 curr_value, uint16 new_value);
    void SendEnchantmentDurations ();
    void BuildEnchantmentsInfoData (WorldPacket *data);
    void AddItemDurations (Item *item);
    void RemoveItemDurations (Item *item);
    void SendItemDurations ();
    void LoadCorpse ();
    void LoadPet ();

    bool AddItem (uint32 itemId, uint32 count);

    /*********************************************************/
    /***                    GOSSIP SYSTEM                  ***/
    /*********************************************************/

    void PrepareGossipMenu (WorldObject *pSource, uint32 menuId = 0, bool showQuests = false);
    void SendPreparedGossip (WorldObject *pSource);
    void OnGossipSelect (WorldObject *pSource, uint32 gossipListId, uint32 menuId);

    uint32 GetGossipTextId (uint32 menuId);
    uint32 GetGossipTextId (WorldObject *pSource);
    uint32 GetDefaultGossipMenuForSource (WorldObject *pSource);

    /*********************************************************/
    /***                    QUEST SYSTEM                   ***/
    /*********************************************************/

    int32 GetQuestLevel (Quest const* pQuest) const
    {
        return pQuest && (pQuest->GetQuestLevel() > 0) ? pQuest->GetQuestLevel() : getLevel();
    }

    void PrepareQuestMenu (uint64 guid);
    void SendPreparedQuest (uint64 guid);
    bool IsActiveQuest (uint32 quest_id) const;
    Quest const *GetNextQuest (uint64 guid, Quest const *pQuest);
    bool CanSeeStartQuest (Quest const *pQuest);
    bool CanTakeQuest (Quest const *pQuest, bool msg);
    bool CanAddQuest (Quest const *pQuest, bool msg);
    bool CanCompleteQuest (uint32 quest_id);
    bool CanCompleteRepeatableQuest (Quest const *pQuest);
    bool CanRewardQuest (Quest const *pQuest, bool msg);
    bool CanRewardQuest (Quest const *pQuest, uint32 reward, bool msg);
    void AddQuest (Quest const *pQuest, Object *questGiver);
    void CompleteQuest (uint32 quest_id);
    void IncompleteQuest (uint32 quest_id);
    void RewardQuest (Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true);
    void FailQuest (uint32 quest_id);
    bool SatisfyQuestSkillOrClass (Quest const* qInfo, bool msg);
    bool SatisfyQuestLevel (Quest const* qInfo, bool msg);
    bool SatisfyQuestLog (bool msg);
    bool SatisfyQuestPreviousQuest (Quest const* qInfo, bool msg);
    bool SatisfyQuestRace (Quest const* qInfo, bool msg);
    bool SatisfyQuestReputation (Quest const* qInfo, bool msg);
    bool SatisfyQuestStatus (Quest const* qInfo, bool msg);
    bool SatisfyQuestConditions (Quest const* qInfo, bool msg);
    bool SatisfyQuestTimed (Quest const* qInfo, bool msg);
    bool SatisfyQuestExclusiveGroup (Quest const* qInfo, bool msg);
    bool SatisfyQuestNextChain (Quest const* qInfo, bool msg);
    bool SatisfyQuestPrevChain (Quest const* qInfo, bool msg);
    bool SatisfyQuestDay (Quest const* qInfo, bool msg);
    bool SatisfyQuestWeek (Quest const* qInfo, bool msg);
    bool GiveQuestSourceItem (Quest const *pQuest);
    bool TakeQuestSourceItem (uint32 quest_id, bool msg);
    bool GetQuestRewardStatus (uint32 quest_id) const;
    QuestStatus GetQuestStatus (uint32 quest_id) const;
    void SetQuestStatus (uint32 quest_id, QuestStatus status);
    void RemoveActiveQuest (uint32 quest_id);
    void RemoveRewardedQuest (uint32 quest_id);

    void SetDailyQuestStatus (uint32 quest_id);
    void SetWeeklyQuestStatus (uint32 quest_id);
    void ResetDailyQuestStatus ();
    void ResetWeeklyQuestStatus ();

    void ResetCurrencyWeekCap ();
    void ResetCurrencyDatas(uint32 id);
    void UpdateMaxWeekRating (ConquestPointsSources source, uint8 slot);

    uint16 FindQuestSlot (uint32 quest_id) const;
    uint32 GetQuestSlotQuestId (uint16 slot) const
    {
        return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET);
    }
    uint32 GetQuestSlotState (uint16 slot) const
    {
        return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET);
    }
    uint16 GetQuestSlotCounter (uint16 slot, uint8 counter) const
    {
        return (uint16) (GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16));
    }
    uint32 GetQuestSlotTime (uint16 slot) const
    {
        return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET);
    }
    void SetQuestSlot (uint16 slot, uint32 quest_id, uint32 timer = 0)
    {
        SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id);
        SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0);
        SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0);
        SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + 1, 0);
        SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
    }
    void SetQuestSlotCounter (uint16 slot, uint8 counter, uint16 count)
    {
        uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET);
        val &= ~((uint64) 0xFFFF << (counter * 16));
        val |= ((uint64) count << (counter * 16));
        SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val);
    }
    void SetQuestSlotState (uint16 slot, uint32 state)
    {
        SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
    }
    void RemoveQuestSlotState (uint16 slot, uint32 state)
    {
        RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
    }
    void SetQuestSlotTimer (uint16 slot, uint32 timer)
    {
        SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
    }
    void SwapQuestSlot (uint16 slot1, uint16 slot2)
    {
        for (int i = 0; i < MAX_QUEST_OFFSET; ++i)
        {
            uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i);
            uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i);

            SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i, temp2);
            SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i, temp1);
        }
    }
    uint16 GetReqKillOrCastCurrentCount (uint32 quest_id, int32 entry);
    void AreaExploredOrEventHappens (uint32 questId);
    void GroupEventHappens (uint32 questId, WorldObject const* pEventObject);
    void ItemAddedQuestCheck (uint32 entry, uint32 count);
    void ItemRemovedQuestCheck (uint32 entry, uint32 count);
    void KilledMonster (CreatureInfo const* cInfo, uint64 guid);
    void KilledMonsterCredit (uint32 entry, uint64 guid);
    void KilledPlayerCredit ();
    void CastedCreatureOrGO (uint32 entry, uint64 guid, uint32 spell_id);
    void TalkedToCreature (uint32 entry, uint64 guid);
    void MoneyChanged (uint32 value);
    void ReputationChanged (FactionEntry const* factionEntry);
    void ReputationChanged2 (FactionEntry const* factionEntry);
    bool HasQuestForItem (uint32 itemid) const;
    bool HasQuestForGO (int32 GOId) const;
    void UpdateForQuestWorldObjects ();
    bool CanShareQuest (uint32 quest_id) const;

    uint32 GetGuildMoneyModifier ()
    {
        return m_GuildMoneyModifier;
    }
    uint32 SetGuildMoneyModifier (uint32 m_GuildMoneyMod)
    {
        return m_GuildMoneyModifier = m_GuildMoneyMod;
    }

    void SendQuestComplete (uint32 quest_id);
    void SendQuestReward (Quest const *pQuest, uint32 XP, Object* questGiver);
    void SendQuestFailed (uint32 quest_id);
    void SendQuestWindowClose (uint32 questId);
    void SendQuestTimerFailed (uint32 quest_id);
    void SendCanTakeQuestResponse (uint32 msg);
    void SendQuestConfirmAccept (Quest const* pQuest, Player* pReceiver);
    void SendPushToPartyResponse (Player *pPlayer, uint32 msg);
    void SendQuestUpdateAddItem (Quest const* pQuest, uint32 item_idx, uint16 count);
    void SendQuestUpdateAddCreatureOrGo (Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
    void SendQuestUpdateAddPlayer (Quest const* quest, uint16 old_count, uint16 add_count);

    uint64 GetDivider ()
    {
        return m_divider;
    }
    void SetDivider (uint64 guid)
    {
        m_divider = guid;
    }

    uint32 GetInGameTime ()
    {
        return m_ingametime;
    }

    void SetInGameTime (uint32 time)
    {
        m_ingametime = time;
    }

    void AddTimedQuest (uint32 quest_id)
    {
        m_timedquests.insert(quest_id);
    }
    void RemoveTimedQuest (uint32 quest_id)
    {
        m_timedquests.erase(quest_id);
    }

    /*********************************************************/
    /***                   LOAD SYSTEM                     ***/
    /*********************************************************/

    static Player* LoadFromDB (uint32 guid, SQLQueryHolder * holder, WorldSession * session);
    bool _LoadFromDB (uint32 guid, SQLQueryHolder * holder, PreparedQueryResult & result);
    bool isBeingLoaded () const
    {
        return GetSession()->PlayerLoading();
    }

    void Initialize (uint32 guid);
    static uint32 GetUInt32ValueFromArray (Tokens const& data, uint16 index);
    static float GetFloatValueFromArray (Tokens const& data, uint16 index);
    static uint32 GetZoneIdFromDB (uint64 guid);
    static uint32 GetLevelFromDB (uint64 guid);
    static bool LoadPositionFromDB (uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, uint64 guid);

    /*********************************************************/
    /***                   SAVE SYSTEM                     ***/
    /*********************************************************/

    void SaveToDB ();
    void SaveInventoryAndGoldToDB (SQLTransaction& trans);          // fast save function for item/money cheating preventing
    void SaveGoldToDB (SQLTransaction& trans);

    static void SetUInt32ValueInArray (Tokens& data, uint16 index, uint32 value);
    static void SetFloatValueInArray (Tokens& data, uint16 index, float value);
    static void Customize (uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
    static void SavePositionInDB (uint32 mapid, float x, float y, float z, float o, uint32 zone, uint64 guid);

    static void DeleteFromDB (uint64 playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
    static void DeleteOldCharacters ();
    static void DeleteOldCharacters (uint32 keepDays);

    bool m_mailsLoaded;
    bool m_mailsUpdated;

    void SetBindPoint (uint64 guid);
    void SendTalentWipeConfirm (uint64 guid);
    void ResetPetTalents ();
    void CalcRage (uint32 damage, bool attacker);
    void RegenerateAll ();
    void Regenerate (Powers power);
    void RegenerateHealth ();
    void setRegenTimerCount (uint32 time)
    {
        m_regenTimerCount = time;
    }
    void setWeaponChangeTimer (uint32 time)
    {
        m_weaponChangeTimer = time;
    }

    uint64 GetMoney() const { return GetUInt64Value (PLAYER_FIELD_COINAGE); }
    void ModifyMoney (int32 d);
    bool HasEnoughMoney(uint64 amount) const { return (GetMoney() >= amount); }
    bool HasEnoughMoney(int32 amount) const
    {
        if (amount > 0)
        return (GetMoney() >= (uint32) amount);
        return true;
    }

    void SetMoney (uint32 value)
    {
        SetUInt32Value(PLAYER_FIELD_COINAGE, value);
        MoneyChanged(value);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
    }

    RewardedQuestSet& getRewardedQuests ()
    {
        return m_RewardedQuests;
    }
    QuestStatusMap& getQuestStatusMap ()
    {
        return m_QuestStatus;
    }
    ;

    const uint64& GetSelection () const
    {
        return m_curSelection;
    }
    Unit *GetSelectedUnit () const;
    Player *GetSelectedPlayer () const;
    void SetSelection (const uint64 &guid)
    {
        m_curSelection = guid;
        SetUInt64Value(UNIT_FIELD_TARGET, guid);
    }

    uint8 GetComboPoints ()
    {
        return m_comboPoints;
    }
    const uint64& GetComboTarget () const
    {
        return m_comboTarget;
    }

    void AddComboPoints (Unit* target, int8 count, Spell * spell = NULL);
    void GainSpellComboPoints (int8 count);
    void ClearComboPoints ();
    void SendComboPoints ();

    void SendMailResult (uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0);
    void SendNewMail ();
    void UpdateNextMailTimeAndUnreads ();
    void AddNewMailDeliverTime (time_t deliver_time);
    bool IsMailsLoaded () const
    {
        return m_mailsLoaded;
    }

    void RemoveMail (uint32 id);

    void AddMail (Mail* mail)
    {
        m_mail.push_front(mail);
    }          // for call from WorldSession::SendMailTo
    uint32 GetMailSize ()
    {
        return m_mail.size();
    }
    Mail* GetMail (uint32 id);

    PlayerMails::iterator GetMailBegin ()
    {
        return m_mail.begin();
    }
    PlayerMails::iterator GetMailEnd ()
    {
        return m_mail.end();
    }

    /*********************************************************/
    /*** MAILED ITEMS SYSTEM ***/
    /*********************************************************/

    uint8 unReadMails;
    time_t m_nextMailDelivereTime;

    typedef UNORDERED_MAP<uint32, Item*> ItemMap;

    ItemMap mMitems;          //template defined in objectmgr.cpp

    Item* GetMItem(uint32 id)
    {
        ItemMap::const_iterator itr = mMitems.find(id);
        return itr != mMitems.end() ? itr->second : NULL;
    }

    void AddMItem(Item* it)
    {
        ASSERT(it);
        //ASSERT deleted, because items can be added before loading
        mMitems[it->GetGUIDLow()] = it;
    }

    bool RemoveMItem(uint32 id)
    {
        return mMitems.erase(id) ? true : false;
    }

    void PetSpellInitialize();
    void CharmSpellInitialize();
    void PossessSpellInitialize();
    void VehicleSpellInitialize();
    void SendRemoveControlBar();
    bool HasSpell(uint32 spell) const;
    bool HasActiveSpell(uint32 spell) const;          // show in spellbook
    TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
    bool IsSpellFitByClassAndRace(uint32 spell_id) const;
    bool IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const;

    void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask);
    void SendInitialSpells();
    bool addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled);
    void learnSpell(uint32 spell_id, bool dependent);
    void removeSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true);
    void resetSpells(bool myClassOnly = false);
    void learnDefaultSpells();
    void learnQuestRewardedSpells();
    void learnQuestRewardedSpells(Quest const* quest);
    void learnSpellHighRank(uint32 spellid);
    void AddTemporarySpell(uint32 spellId);
    void RemoveTemporarySpell(uint32 spellId);
    void SetReputation(uint32 factionentry, uint32 value);
    uint32 GetReputation(uint32 factionentry);
    std::string GetGuildName();
    uint32 GetFreeTalentPoints() const
    {   return m_freeTalentPoints;}
    void SetFreeTalentPoints(uint32 points)
    {   m_freeTalentPoints = points;}
    bool resetTalents(bool no_cost = false);
    uint32 resetTalentsCost() const;
    void InitTalentForLevel();
    void BuildPlayerTalentsInfoData(WorldPacket *data);
    void BuildPetTalentsInfoData(WorldPacket *data);
    void SendTalentsInfoData(bool pet);
    void LearnTalent(uint32 talentId, uint32 talentRank, bool one = true);
    void LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank);

    bool AddTalent(uint32 spell, uint8 spec, bool learning);
    bool HasTalent(uint32 spell_id, uint8 spec) const;

    void SetTalentBranchSpec(uint32 branchSpec, uint8 spec)
    {   m_branchSpec[spec] = branchSpec;}
    uint32 GetTalentBranchSpec(uint8 spec) const
    {   return m_branchSpec[spec];}

    uint32 CalculateTalentsPoints() const;

    // Dual Spec
    void UpdateSpecCount(uint8 count);
    uint32 GetActiveSpec()
    {   return m_activeSpec;}
    void SetActiveSpec(uint8 spec)
    {   m_activeSpec = spec;}
    uint8 GetSpecsCount()
    {   return m_specsCount;}
    void SetSpecsCount(uint8 count)
    {   m_specsCount = count;}
    void ActivateSpec(uint8 spec);

    void InitGlyphsForLevel();
    void SetGlyphSlot(uint8 slot, uint32 slottype)
    {
        ASSERT(slot < MAX_GLYPH_SLOT_INDEX);          // prevent updatefields corruption
        SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype);
    }
    uint32 GetGlyphSlot(uint8 slot)
    {   return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot);}
    void SetGlyph(uint8 slot, uint32 glyph)
    {
        m_Glyphs[m_activeSpec][slot] = glyph;
        SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph);
    }
    uint32 GetGlyph(uint8 slot)
    {   return m_Glyphs[m_activeSpec][slot];}

    uint32 GetFreePrimaryProfessionPoints() const
    {   return GetUInt32Value(PLAYER_CHARACTER_POINTS);}
    void SetFreePrimaryProfessions(uint16 profs)
    {   SetUInt32Value(PLAYER_CHARACTER_POINTS, profs);}
    void InitPrimaryProfessions();

    PlayerSpellMap const& GetSpellMap() const
    {   return m_spells;}
    PlayerSpellMap & GetSpellMap()
    {   return m_spells;}

    SpellCooldowns const& GetSpellCooldownMap() const
    {   return m_spellCooldowns;}

    void AddSpellMod(SpellModifier* mod, bool apply);
    bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell = NULL);
    template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell * spell = NULL);
    void RemoveSpellMods(Spell * spell);
    void RestoreSpellMods(Spell *spell, uint32 ownerAuraId=0);
    void DropModCharge(SpellModifier * mod, Spell * spell);
    void SetSpellModTakingSpell(Spell* spell, bool apply);

    static uint32 const infinityCooldownDelay = MONTH;          // used for set "infinity cooldowns" for spells and check
    static uint32 const infinityCooldownDelayCheck = MONTH/2;
    bool HasSpellCooldown(uint32 spell_id) const
    {
        SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
        return itr != m_spellCooldowns.end() && itr->second.end > time(NULL);
    }
    uint32 GetSpellCooldownDelay(uint32 spell_id) const
    {
        SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
        time_t t = time(NULL);
        return uint32(itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0);
    }
    void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false);
    void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
    void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL);
    void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs);
    void RemoveSpellCooldown(uint32 spell_id, bool update = false);
    void RemoveSpellCategoryCooldown(uint32 cat, bool update = false);
    void SendClearCooldown(uint32 spell_id, Unit* target);
    void UpdateSpellCooldown(uint32 spell_id, int32 amount);

    void RemoveCategoryCooldown(uint32 cat);
    void RemoveArenaSpellCooldowns(bool removeActivePetCooldowns = false);
    void RemoveAllSpellCooldown();
    void _LoadSpellCooldowns(PreparedQueryResult result);
    void _SaveSpellCooldowns(SQLTransaction& trans);
    void SetLastPotionId(uint32 item_id)
    {   m_lastPotionId = item_id;}
    void UpdatePotionCooldown(Spell* spell = NULL);

    // global cooldown
    void AddGlobalCooldown(SpellEntry const *spellInfo, Spell *spell);
    bool HasGlobalCooldown(SpellEntry const *spellInfo) const;
    void RemoveGlobalCooldown(SpellEntry const *spellInfo);

    void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
    {
        m_resurrectGUID = guid;
        m_resurrectMap = mapId;
        m_resurrectX = X;
        m_resurrectY = Y;
        m_resurrectZ = Z;
        m_resurrectHealth = health;
        m_resurrectMana = mana;
    }
    void clearResurrectRequestData()
    {   setResurrectRequestData(0, 0, 0.0f, 0.0f, 0.0f, 0, 0);}
    bool isRessurectRequestedBy(uint64 guid) const
    {   return m_resurrectGUID == guid;}
    bool isRessurectRequested() const
    {   return m_resurrectGUID != 0;}
    void ResurectUsingRequestData();

    uint8 getCinematic()
    {
        return m_cinematic;
    }
    void setCinematic(uint8 cine)
    {
        m_cinematic = cine;
    }

    ActionButton* addActionButton(uint8 button, uint32 action, uint8 type);
    void removeActionButton(uint8 button);
    ActionButton const* GetActionButton(uint8 button);
    void SendInitialActionButtons() const
    {   SendActionButtons(1);}
    void SendActionButtons(uint32 state) const;
    bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type);

    PvPInfo pvpInfo;
    void UpdatePvPState(bool onlyFFA = false);
    void SetPvP(bool state)
    {
        Unit::SetPvP(state);
        for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
        (*itr)->SetPvP(state);
    }
    void UpdatePvP(bool state, bool override=false);
    void UpdateZone(uint32 newZone, uint32 newArea);
    void UpdateArea(uint32 newArea);

    void UpdateZoneDependentAuras(uint32 zone_id);          // zones
    void UpdateAreaDependentAuras(uint32 area_id);// subzones

    void UpdateAfkReport(time_t currTime);
    void UpdatePvPFlag(time_t currTime);
    void UpdateContestedPvP(uint32 currTime);
    void SetContestedPvPTimer(uint32 newTime)
    {   m_contestedPvPTimer = newTime;}
    void ResetContestedPvP()
    {
        ClearUnitState(UNIT_STAT_ATTACK_PLAYER);
        RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
        m_contestedPvPTimer = 0;
    }

    /** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
    DuelInfo *duel;
    void UpdateDuelFlag(time_t currTime);
    void CheckDuelDistance(time_t currTime);
    void DuelComplete(DuelCompleteType type);
    void SendDuelCountdown(uint32 counter);

    bool IsGroupVisibleFor(Player const* p) const;
    bool IsInSameGroupWith(Player const* p) const;
    bool IsInSameRaidWith(Player const* p) const
    {   return p == this || (GetGroup() != NULL && GetGroup() == p->GetGroup());}
    void UninviteFromGroup();
    static void RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0 , const char* reason = NULL);
    void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT)
    {   RemoveFromGroup(GetGroup(), GetGUID(), method);}
    void SendUpdateToOutOfRangeGroupMembers();

    void SetInGuild(uint32 GuildId);
    void SetRank(uint8 rankId)
    {   SetUInt32Value(PLAYER_GUILDRANK, rankId);}
    uint8 GetRank()
    {   return uint8(GetUInt32Value(PLAYER_GUILDRANK));}
    void SetGuildIdInvited(uint32 GuildId)
    {   m_GuildIdInvited = GuildId;}
    uint32 GetGuildId()
    {   return m_guildId;}
    static uint32 GetGuildIdFromDB(uint64 guid);
    static uint8 GetRankFromDB(uint64 guid);
    int GetGuildIdInvited()
    {   return m_GuildIdInvited;}
    static void RemovePetitionsAndSigns(uint64 guid, uint32 type);

    // Arena Team
    void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type)
    {
        SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId);
        SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type);
    }
    void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value)
    {
        SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value);
    }
    uint32 GetArenaTeamId(uint8 slot)
    {   return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID);}
    uint32 GetArenaPersonalRating(uint8 slot)
    {   return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING);}
    static uint32 GetArenaTeamIdFromDB(uint64 guid, uint8 slot);
    void SetArenaTeamIdInvited(uint32 ArenaTeamId)
    {   m_ArenaTeamIdInvited = ArenaTeamId;}
    uint32 GetArenaTeamIdInvited()
    {   return m_ArenaTeamIdInvited;}
    static void LeaveAllArenaTeams(uint64 guid);

    Difficulty GetDifficulty(bool isRaid) const
    {   return isRaid ? m_raidDifficulty : m_dungeonDifficulty;}
    Difficulty GetDungeonDifficulty() const
    {   return m_dungeonDifficulty;}
    Difficulty GetRaidDifficulty() const
    {   return m_raidDifficulty;}
    Difficulty GetStoredRaidDifficulty() const
    {   return m_raidMapDifficulty;}          // only for use in difficulty packet after exiting to raid map
    void SetDungeonDifficulty(Difficulty dungeon_difficulty)
    {   m_dungeonDifficulty = dungeon_difficulty;}
    void SetRaidDifficulty(Difficulty raid_difficulty)
    {   m_raidDifficulty = raid_difficulty;}
    void StoreRaidMapDifficulty()
    {   m_raidMapDifficulty = GetMap()->GetDifficulty();}

    bool UpdateSkill(uint32 skill_id, uint32 step);
    bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step);

    bool UpdateCraftSkill(uint32 spellid);
    bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
    bool UpdateFishingSkill();

    uint32 GetBaseDefenseSkillValue() const
    {   return GetBaseSkillValue(SKILL_DEFENSE);}
    uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const;

    uint32 GetSpellByProto(ItemPrototype *proto);

    float GetHealthBonusFromStamina();
    float GetManaBonusFromIntellect();

    bool UpdateStats(Stats stat);
    bool UpdateAllStats();
    void UpdateResistances(uint32 school);
    void UpdateArmor();
    void UpdateSpellPower();
    void UpdateMaxHealth();
    void UpdateMaxPower(Powers power);
    void ApplyFeralAPBonus(int32 amount, bool apply);
    void UpdateAttackPowerAndDamage(bool ranged = false);
    void UpdateShieldBlockValue();
    void UpdateDamagePhysical(WeaponAttackType attType);
    void ApplySpellPowerBonus(int32 amount, bool apply);
    void UpdateSpellDamageAndHealingBonus();
    void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
    void UpdateRating(CombatRating cr);
    void UpdateAllRatings();

    void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage);

    void UpdateDefenseBonusesMod();
    inline void RecalculateRating(CombatRating cr)
    {   ApplyRatingMod(cr, 0, true);}
    float GetMeleeCritFromAgility();
    float GetDodgeFromAgility();
    float GetSpellCritFromIntellect();
    float OCTRegenMPPerSpirit();
    float GetRatingCoefficient(CombatRating cr) const;
    float GetRatingBonusValue(CombatRating cr) const;
    uint32 GetBaseSpellPowerBonus()
    {   return m_spellPowerFromIntellect + m_baseSpellPower;}
    int32 GetSpellPenetrationItemMod() const
    {   return m_spellPenetrationItemMod;}

    float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const;
    void UpdateBlockPercentage();
    void UpdateCritPercentage(WeaponAttackType attType);
    void UpdateAllCritPercentages();
    void UpdateParryPercentage();
    void UpdateDodgePercentage();
    void UpdateMeleeHitChances();
    void UpdateRangedHitChances();
    void UpdateSpellHitChances();

    void UpdateMastery();
    float GetMasteryPoints()
    {   return CaclulateMasteryFromMasteryRating(m_baseRatingValue[CR_MASTERY]);}
    float CaclulateMasteryFromMasteryRating(int32 curr_rating)
    {   return float(curr_rating * 0.0055779569892473f);}
    int32 CaclulateMasteryRatingFromMastery(float curr_mastery)
    {   return int32(curr_mastery / 0.0055779569892473f);}
    void RemoveOrAddMasterySpells();

    void UpdateAllSpellCritChances();
    void UpdateSpellCritChance(uint32 school);
    void UpdateArmorPenetration(int32 amount);
    void UpdateExpertise(WeaponAttackType attType);
    void ApplyManaRegenBonus(int32 amount, bool apply);
    void ApplyHealthRegenBonus(int32 amount, bool apply);
    void UpdateManaRegen();

    const uint64& GetLootGUID() const
    {   return m_lootGuid;}
    void SetLootGUID(const uint64 &guid)
    {   m_lootGuid = guid;}

    void RemovedInsignia(Player* looterPlr);

    WorldSession* GetSession() const
    {   return m_session;}

    void BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const;
    void DestroyForPlayer(Player *target, bool anim = false) const;
    void SendPlayerMoneyNotify(Player* player, uint32 Money, uint32 Modifier);
    void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f);

    // notifiers
    void SendAttackSwingCantAttack();
    void SendAttackSwingCancelAttack();
    void SendAttackSwingDeadTarget();
    void SendAttackSwingNotInRange();
    void SendAttackSwingBadFacingAttack();
    void SendAutoRepeatCancel(Unit *target);
    void SendExplorationExperience(uint32 Area, uint32 Experience);

    void SendDungeonDifficulty(bool IsInGroup);
    void SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty = -1);
    void ResetInstances(uint8 method, bool isRaid);
    void SendResetInstanceSuccess(uint32 MapId);
    void SendResetInstanceFailed(uint32 reason, uint32 MapId);
    void SendResetFailedNotify(uint32 mapid);

    virtual bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
    bool SetPosition(const Position &pos, bool teleport = false)
    {   return SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport);}
    void UpdateUnderwaterState(Map * m, float x, float y, float z);

    void SendMessageToSet(WorldPacket *data, bool self)
    {   SendMessageToSetInRange(data, GetVisibilityRange(), self);};          // overwrite Object::SendMessageToSet
    void SendMessageToSetInRange(WorldPacket *data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
    void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only);
    void SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr);

    void SendTeleportPacket(Position &oldPos);
    void SendTeleportAckPacket();

    Corpse *GetCorpse() const;
    void SpawnCorpseBones();
    void CreateCorpse();
    bool FallGround(uint8 FallMode = 0);
    void KillPlayer();
    uint32 GetResurrectionSpellId();
    void ResurrectPlayer(float restore_percent, bool applySickness = false);
    void BuildPlayerRepop();
    void RepopAtGraveyard();

    void DurabilityLossAll(double percent, bool inventory);
    void DurabilityLoss(Item* item, double percent);
    void DurabilityPointsLossAll(int32 points, bool inventory);
    void DurabilityPointsLoss(Item* item, int32 points);
    void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
    uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
    uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);

    void UpdateMirrorTimers();
    void StopMirrorTimers()
    {
        StopMirrorTimer(FATIGUE_TIMER);
        StopMirrorTimer(BREATH_TIMER);
        StopMirrorTimer(FIRE_TIMER);
    }

    void SetMovement(PlayerMovementType pType);

    bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone);

    void JoinedChannel(Channel *c);
    void LeftChannel(Channel *c);
    void CleanupChannels();
    void UpdateLocalChannels(uint32 newZone);
    void LeaveLFGChannel();

    void UpdateDefense();
    void UpdateWeaponSkill (WeaponAttackType attType);
    void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence);

    void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal);
    uint16 GetMaxSkillValue(uint32 skill) const;          // max + perm. bonus + temp bonus
    uint16 GetPureMaxSkillValue(uint32 skill) const;// max
    uint16 GetSkillValue(uint32 skill) const;// skill value + perm. bonus + temp bonus
    uint16 GetBaseSkillValue(uint32 skill) const;// skill value + perm. bonus
    uint16 GetPureSkillValue(uint32 skill) const;// skill value
    int16 GetSkillPermBonusValue(uint32 skill) const;
    int16 GetSkillTempBonusValue(uint32 skill) const;
    uint16 GetSkillStep(uint16 skill) const;// 0...6
    bool HasSkill(uint32 skill) const;
    void learnSkillRewardedSpells(uint32 id, uint32 value);

    WorldLocation& GetTeleportDest()
    {   return m_teleport_dest;}
    bool IsBeingTeleported() const
    {   return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far;}
    bool IsBeingTeleportedNear() const
    {   return mSemaphoreTeleport_Near;}
    bool IsBeingTeleportedFar() const
    {   return mSemaphoreTeleport_Far;}
    void SetSemaphoreTeleportNear(bool semphsetting)
    {   mSemaphoreTeleport_Near = semphsetting;}
    void SetSemaphoreTeleportFar(bool semphsetting)
    {   mSemaphoreTeleport_Far = semphsetting;}
    void ProcessDelayedOperations();

    void CheckAreaExploreAndOutdoor(void);

    static uint32 TeamForRace(uint8 race);
    uint32 GetTeam() const
    {   return m_team;}
    TeamId GetTeamId() const
    {   return m_team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE;}
    void setFactionForRace(uint8 race);

    void InitDisplayIds();

    bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
    bool IsAtRecruitAFriendDistance(WorldObject const* pOther) const;
    void RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround);
    void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource);
    bool isHonorOrXPTarget(Unit* pVictim);

    bool GetsRecruitAFriendBonus(bool forXP);
    uint8 GetGrantableLevels()
    {   return GetByteValue(PLAYER_FIELD_BYTES, 1);}

    ReputationMgr& GetReputationMgr()
    {   return m_reputationMgr;}
    ReputationMgr const& GetReputationMgr() const
    {   return m_reputationMgr;}
    ReputationRank GetReputationRank(uint32 faction_id) const;
    void RewardOnKill(Unit *victim, float rate);
    void RewardReputation(Quest const *pQuest);

    void UpdateSkillsForLevel();
    void UpdateSkillsToMaxSkillsForLevel();          // for .levelup
    void ModifySkillBonus(uint32 skillid, int32 val, bool talent);

    /*********************************************************/
    /***                  PVP SYSTEM                       ***/
    /*********************************************************/
    void UpdateHonorFields();
    bool RewardHonor(Unit *pVictim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);
    void AddHonorPoints(int32 count);
    void ModifyHonorPoints(int32 count);
    void ResetHonorPoints();
    void AddConquestPoints(int32 count);
    void ModifyConquestPoints(int32 count);
    void ResetConquestPoints();
    void AddValorPoints(int32 count);
    void ModifyValorPoints(int32 count);
    void ResetValorPoints();
    void AddJusticePoints(int32 count);
    void ModifyJusticePoints(int32 count);
    void ResetJusticePoints();
    uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot);

    //End of PvP System

    inline SpellCooldowns GetSpellCooldowns() const
    {   return m_spellCooldowns;}

    void SetDrunkValue(uint16 newDrunkValue, uint32 itemid=0);
    uint16 GetDrunkValue() const
    {   return m_drunk;}
    static DrunkenState GetDrunkenstateByValue(uint16 value);

    uint32 GetDeathTimer() const
    {   return m_deathTimer;}
    uint32 GetCorpseReclaimDelay(bool pvp) const;
    void UpdateCorpseReclaimDelay();
    void SendCorpseReclaimDelay(bool load = false);

    uint32 GetShieldBlockValue() const;          // overwrite Unit version (virtual)
    bool CanParry() const
    {   return m_canParry;}
    void SetCanParry(bool value);
    bool CanBlock() const
    {   return m_canBlock;}
    void SetCanBlock(bool value);
    bool CanTitanGrip() const
    {   return m_canTitanGrip;}
    void SetCanTitanGrip(bool value)
    {   m_canTitanGrip = value;}
    bool CanTameExoticPets() const
    {   return isGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE);}

    void SetRegularAttackTime();
    void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value)
    {   m_auraBaseMod[modGroup][modType] = value;}
    void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply);
    float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
    float GetTotalBaseModValue(BaseModGroup modGroup) const;
    float GetTotalPercentageModValue(BaseModGroup modGroup) const
    {   return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD];}
    void _ApplyAllStatBonuses();
    void _RemoveAllStatBonuses();

    void ResetAllPowers();

    void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply);
    void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
    void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);

    void _ApplyItemMods(Item *item, uint8 slot, bool apply);
    void _RemoveAllItemMods();
    void _ApplyAllItemMods();
    void _ApplyAllLevelScaleItemMods(bool apply);
    void _ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale = false);
    void _ApplyWeaponDamage(uint8 slot, ItemPrototype const *proto, ScalingStatValuesEntry const *ssv, bool apply);
    void _ApplyAmmoBonuses();
    bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
    void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
    void CorrectMetaGemEnchants(uint8 slot, bool apply);
    void InitDataForForm(bool reapplyMods = false);

    void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
    void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
    void UpdateEquipSpellsAtFormChange();
    void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
    void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count);
    void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto);

    void SendEquipmentSetList();
    void SetEquipmentSet(uint32 index, EquipmentSet eqset);
    void DeleteEquipmentSet(uint64 setGuid);

    void SetEmoteState(uint32 anim_id);
    uint32 GetEmoteState()
    {   return m_emote;}

    void SendInitWorldStates(uint32 zone, uint32 area);
    void SendUpdateWorldState(uint32 Field, uint32 Value);
    void SendDirectMessage(WorldPacket *data);
    void SendBGWeekendWorldStates();

    void SendAurasForTarget(Unit *target);

    PlayerMenu* PlayerTalkClass;
    std::vector<ItemSetEffect *> ItemSetEff;

    void SendLoot(uint64 guid, LootType loot_type);
    void SendLootRelease(uint64 guid);
    void SendNotifyLootItemRemoved(uint8 lootSlot);
    void SendNotifyLootMoneyRemoved();

    /*********************************************************/
    /***               BATTLEGROUND SYSTEM                 ***/
    /*********************************************************/

    bool InBattleground() const
    {   return m_bgData.bgInstanceID != 0;}
    bool InArena() const;
    uint32 GetBattlegroundId() const
    {   return m_bgData.bgInstanceID;}
    BattlegroundTypeId GetBattlegroundTypeId() const
    {   return m_bgData.bgTypeID;}
    Battleground* GetBattleground() const;

    bool InBattlegroundQueue() const
    {
        for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        if (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
        return true;
        return false;
    }

    BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const
    {   return m_bgBattlegroundQueueID[index].bgQueueTypeId;}
    uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const
    {
        for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
        return i;
        return PLAYER_MAX_BATTLEGROUND_QUEUES;
    }
    bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
    {
        for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
        return m_bgBattlegroundQueueID[i].invitedToInstance != 0;
        return false;
    }
    bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
    {
        return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
    }

    void SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId)
    {
        m_bgData.bgInstanceID = val;
        m_bgData.bgTypeID = bgTypeId;
    }
    uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val)
    {
        for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
            {
                m_bgBattlegroundQueueID[i].bgQueueTypeId = val;
                m_bgBattlegroundQueueID[i].invitedToInstance = 0;
                return i;
            }
        }
        return PLAYER_MAX_BATTLEGROUND_QUEUES;
    }
    bool HasFreeBattlegroundQueueId()
    {
        for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
        return true;
        return false;
    }
    void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val)
    {
        for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if (m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
            {
                m_bgBattlegroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
                m_bgBattlegroundQueueID[i].invitedToInstance = 0;
                return;
            }
        }
    }
    void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId)
    {
        for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
        m_bgBattlegroundQueueID[i].invitedToInstance = instanceId;
    }
    bool IsInvitedForBattlegroundInstance(uint32 instanceId) const
    {
        for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        if (m_bgBattlegroundQueueID[i].invitedToInstance == instanceId)
        return true;
        return false;
    }
    WorldLocation const& GetBattlegroundEntryPoint() const
    {   return m_bgData.joinPos;}
    void SetBattlegroundEntryPoint();

    void SetBGTeam(uint32 team)
    {   m_bgData.bgTeam = team;}
    uint32 GetBGTeam() const
    {   return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam();}

    void LeaveBattleground(bool teleportToEntryPoint = true);
    bool CanJoinToBattleground() const;
    bool CanReportAfkDueToLimit();
    void ReportedAfkBy(Player* reporter);
    void ClearAfkReports()
    {   m_bgData.bgAfkReporter.clear();}

    bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const;
    bool isTotalImmunity();
    bool CanUseBattlegroundObject(GameObject* gameobject);
    bool isTotalImmune();
    bool CanCaptureTowerPoint();

    bool GetRandomWinner()
    {   return m_IsBGRandomWinner;}
    void SetRandomWinner(bool isWinner);

    /*********************************************************/
    /***               OUTDOOR PVP SYSTEM                  ***/
    /*********************************************************/

    OutdoorPvP * GetOutdoorPvP() const;
    // returns true if the player is in active state for outdoor pvp objective capturing, false otherwise
    bool IsOutdoorPvPActive();

    /*********************************************************/
    /***                    REST SYSTEM                    ***/
    /*********************************************************/

    bool isRested() const
    {   return GetRestTime() >= 10*IN_MILLISECONDS;}
    uint32 GetXPRestBonus(uint32 xp);
    uint32 GetRestTime() const
    {   return m_restTime;}
    void SetRestTime(uint32 v)
    {   m_restTime = v;}

    /*********************************************************/
    /***              ENVIROMENTAL SYSTEM                  ***/
    /*********************************************************/

    uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);

    /*********************************************************/
    /***               FLOOD FILTER SYSTEM                 ***/
    /*********************************************************/

    void UpdateSpeakTime();
    bool CanSpeak() const;
    void ChangeSpeakTime(int utime);

    /*********************************************************/
    /***                 VARIOUS SYSTEMS                   ***/
    /*********************************************************/
    void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint32 opcode);
    Unit *m_mover;
    WorldObject *m_seer;
    void SetFallInformation(uint32 time, float z)
    {
        m_lastFallTime = time;
        m_lastFallZ = z;
    }
    void HandleFall(MovementInfo const& movementInfo);

    bool IsKnowHowFlyIn(uint32 mapid, uint32 zone) const;

    void SetClientControl(Unit* target, uint8 allowMove);

    void SetMover(Unit* target)
    {
        m_mover->m_movedPlayer = NULL;
        m_mover = target;
        m_mover->m_movedPlayer = this;
    }
    void SetSeer(WorldObject *target)
    {   m_seer = target;}
    void SetViewpoint(WorldObject *target, bool apply);
    WorldObject* GetViewpoint() const;
    void StopCastingCharm();
    void StopCastingBindSight();

    uint32 GetSaveTimer() const
    {   return m_nextSave;}
    void SetSaveTimer(uint32 timer)
    {   m_nextSave = timer;}

    // Recall position
    uint32 m_recallMap;
    float m_recallX;
    float m_recallY;
    float m_recallZ;
    float m_recallO;
    void SaveRecallPosition();

    void SetHomebind(WorldLocation const& loc, uint32 area_id);

    uint32 m_ConditionErrorMsgId;

    // Homebind coordinates
    uint32 m_homebindMapId;
    uint16 m_homebindAreaId;
    float m_homebindX;
    float m_homebindY;
    float m_homebindZ;

    WorldLocation GetStartPosition() const;

    // current pet slot
    PetSlot m_currentPetSlot;
    uint32 m_petSlotUsed;

    void setPetSlotUsed(PetSlot slot, bool used)
    {
        if (used)
        m_petSlotUsed |= (1 << uint32(slot));
        else
        m_petSlotUsed &= ~(1 << uint32(slot));
    }

    PetSlot getSlotForNewPet()
    {
        // Some changes here.
        uint32 last_known = 0;
        // Call Pet Spells.
        // 883, 83242, 83243, 83244, 83245
        //  1     2      3      4      5
        if (HasSpell(83245))
        {
            last_known = 5;
        }
        else if (HasSpell(83244))
        {
            last_known = 4;
        }
        else if (HasSpell(83243))
        {
            last_known = 3;
        }
        else if (HasSpell(83242))
        {
            last_known = 2;
        }
        else if (HasSpell(883))
        {
            last_known = 1;
        }

        for (uint32 i = uint32(PET_SLOT_HUNTER_FIRST); i < last_known; i++)
        {
            if ((m_petSlotUsed & (1 << i)) == 0)

            return PetSlot(i);
        }

        // If there is no slots available, then we should point that out
        return PET_SLOT_FULL_LIST;//(PetSlot)last_known;
    }

    void SendToManyPets(Player *pl);

    // currently visible objects at player client
    typedef std::set<uint64> ClientGUIDs;
    ClientGUIDs m_clientGUIDs;

    bool HaveAtClient(WorldObject const* u) const
    {   return u == this || m_clientGUIDs.find(u->GetGUID()) != m_clientGUIDs.end();}

    bool isValid() const;

    bool IsVisibleGloballyFor(Player* pl) const;

    void SendInitialVisiblePackets(Unit* target);
    void UpdateObjectVisibility(bool forced = true);
    void UpdateVisibilityForPlayer();
    void UpdateVisibilityOf(WorldObject* target);
    void UpdateTriggerVisibility();

    template<class T>
    void UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow);

    uint8 m_forced_speed_changes[MAX_MOVE_TYPE];

    bool HasAtLoginFlag(AtLoginFlags f) const
    {   return m_atLoginFlags & f;}
    void SetAtLoginFlag(AtLoginFlags f)
    {   m_atLoginFlags |= f;}
    void RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also = false);

    bool isUsingLfg();

    typedef std::set<uint32> DFQuestsDoneList;
    DFQuestsDoneList m_DFQuests;

    // Temporarily removed pet cache
    uint32 GetTemporaryUnsummonedPetNumber() const
    {   return m_temporaryUnsummonedPetNumber;}
    void SetTemporaryUnsummonedPetNumber(uint32 petnumber)
    {   m_temporaryUnsummonedPetNumber = petnumber;}
    void UnsummonPetTemporaryIfAny();
    void ResummonPetTemporaryUnSummonedIfAny();
    bool IsPetNeedBeTemporaryUnsummoned() const
    {   return !IsInWorld() || !isAlive() || IsMounted() /*+in flight*/;}

    void SendCinematicStart(uint32 CinematicSequenceId);
    void SendMovieStart(uint32 MovieId);
    void SendClearFocus(Unit* target);

    //Worgen Transformations
    bool isInWorgenForm();
    void setInHumanForm();
    void setInWorgenForm(uint32 form = UNIT_FLAG2_WORGEN_TRANSFORM);
    bool toggleWorgenForm(uint32 form = UNIT_FLAG2_WORGEN_TRANSFORM);

    /*********************************************************/
    /***                 INSTANCE SYSTEM                   ***/
    /*********************************************************/

    typedef UNORDERED_MAP< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap;

    void UpdateHomebindTime(uint32 time);

    uint32 m_HomebindTimer;
    bool m_InstanceValid;
    // permanent binds and solo binds by difficulty
    BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
    InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
    BoundInstancesMap& GetBoundInstances(Difficulty difficulty)
    {   return m_boundInstances[difficulty];}
    InstanceSave * GetInstanceSave(uint32 mapid, bool raid);
    void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
    void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false);
    InstancePlayerBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
    void BindToInstance();
    void SetPendingBind(InstanceSave* save, uint32 bindTimer)
    {   _pendingBind = save; _pendingBindTimer = bindTimer;}
    bool HasPendingBind() const
    {   return _pendingBind != NULL;}
    void SendRaidInfo();
    void SendSavedInstances();
    static void ConvertInstancesToGroup(Player *player, Group *group = NULL, uint64 player_guid = 0);
    bool Satisfy(AccessRequirement const* ar, uint32 target_map, bool report = false);
    bool CheckInstanceLoginValid();
    bool CheckInstanceCount(uint32 instanceId) const
    {
        if (_instanceResetTimes.size() < sWorld->getIntConfig(CONFIG_MAX_INSTANCES_PER_HOUR))
        return true;
        return _instanceResetTimes.find(instanceId) != _instanceResetTimes.end();
    }

    void AddInstanceEnterTime(uint32 instanceId, time_t enterTime)
    {
        if (_instanceResetTimes.find(instanceId) == _instanceResetTimes.end())
        _instanceResetTimes.insert(InstanceTimeMap::value_type(instanceId, enterTime + HOUR));
    }

    // last used pet number (for BG's)
    uint32 GetLastPetNumber() const
    {   return m_lastpetnumber;}
    void SetLastPetNumber(uint32 petnumber)
    {   m_lastpetnumber = petnumber;}

    /*********************************************************/
    /***                   GROUP SYSTEM                    ***/
    /*********************************************************/

    Group * GetGroupInvite()
    {   return m_groupInvite;}
    void SetGroupInvite(Group *group)
    {   m_groupInvite = group;}
    Group * GetGroup()
    {   return m_group.getTarget();}
    const Group * GetGroup() const
    {   return (const Group*)m_group.getTarget();}
    GroupReference& GetGroupRef()
    {   return m_group;}
    void SetGroup(Group *group, int8 subgroup = -1);
    uint8 GetSubGroup() const
    {   return m_group.getSubGroup();}
    uint32 GetGroupUpdateFlag() const
    {   return m_groupUpdateMask;}
    void SetGroupUpdateFlag(uint32 flag)
    {   m_groupUpdateMask |= flag;}
    const uint64& GetAuraUpdateMaskForRaid() const
    {   return m_auraRaidUpdateMask;}
    void SetAuraUpdateMaskForRaid(uint8 slot)
    {   m_auraRaidUpdateMask |= (uint64(1) << slot);}
    Player* GetNextRandomRaidMember(float radius);
    PartyResult CanUninviteFromGroup() const;
    uint8 GetRoles()
    {
        if (Group* grp = GetGroup())
        {
            return grp->GetRoles(GetGUID());
        }
        return 0;
    }
    void SetRoles(uint8 _roles)
    {
        if (Group* grp = GetGroup())
        {
            grp->SetRoles(GetGUID(), _roles);
        }
    }

    // Battleground Group System
    void SetBattlegroundRaid(Group *group, int8 subgroup = -1);
    void RemoveFromBattlegroundRaid();
    Group * GetOriginalGroup()
    {   return m_originalGroup.getTarget();}
    GroupReference& GetOriginalGroupRef()
    {   return m_originalGroup;}
    uint8 GetOriginalSubGroup() const
    {   return m_originalGroup.getSubGroup();}
    void SetOriginalGroup(Group *group, int8 subgroup = -1);

    void SetPassOnGroupLoot(bool bPassOnGroupLoot)
    {   m_bPassOnGroupLoot = bPassOnGroupLoot;}
    bool GetPassOnGroupLoot() const
    {   return m_bPassOnGroupLoot;}

    MapReference &GetMapRef()
    {   return m_mapRef;}

    // Set map to player and add reference
    void SetMap(Map * map);
    void ResetMap();

    bool isAllowedToLoot(const Creature* creature);

    DeclinedName const* GetDeclinedNames() const
    {   return m_declinedname;}
    uint8 GetRunesState() const
    {   return m_runes->runeState;}
    RuneType GetBaseRune(uint8 index) const
    {   return RuneType(m_runes->runes[index].BaseRune);}
    RuneType GetCurrentRune(uint8 index) const
    {   return RuneType(m_runes->runes[index].CurrentRune);}
    uint32 GetRuneCooldown(uint8 index) const
    {   return m_runes->runes[index].Cooldown;}
    uint32 GetRuneBaseCooldown(uint8 index);
    bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
    RuneType GetLastUsedRune()
    {   return m_runes->lastUsedRune;}
    void SetLastUsedRune(RuneType type)
    {   m_runes->lastUsedRune = type;}
    void SetBaseRune(uint8 index, RuneType baseRune)
    {   m_runes->runes[index].BaseRune = baseRune;}
    void SetCurrentRune(uint8 index, RuneType currentRune)
    {   m_runes->runes[index].CurrentRune = currentRune;}
    void SetRuneCooldown(uint8 index, uint32 cooldown)
    {   if (index >= MAX_RUNES) return; m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0) ? true : false);}
    void SetRuneConvertAura(uint8 index, AuraEffect const * aura)
    {   m_runes->runes[index].ConvertAura = aura;}
    void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const * aura)
    {   SetRuneConvertAura(index, aura); ConvertRune(index, newType);}
    void RemoveRunesByAuraEffect(AuraEffect const * aura);
    void RestoreBaseRune(uint8 index);
    void ConvertRune(uint8 index, RuneType newType);
    void ResyncRunes(uint8 count);
    void AddRunePower(uint8 index);
    void InitRunes();

    AchievementMgr& GetAchievementMgr()
    {   return m_achievementMgr;}
    AchievementMgr const& GetAchievementMgr() const
    {   return m_achievementMgr;}
    void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1 = 0, uint32 miscvalue2 = 0, Unit *unit = NULL, uint32 time = 0);
    void CompletedAchievement(AchievementEntry const* entry, bool ignoreGMAllowAchievementConfig = false);
    bool HasAchieved(uint32 entry);

    bool HasTitle(uint32 bitIndex);
    bool HasTitle(CharTitlesEntry const* title)
    {   return HasTitle(title->bit_index);}
    void SetTitle(CharTitlesEntry const* title, bool lost = false);

    //bool isActiveObject() const { return true; }
    bool canSeeSpellClickOn(Creature const* creature) const;

    uint32 GetChampioningFaction() const
    {   return m_ChampioningFaction;}
    uint32 GetChampioningFactionDungeonLevel() const
    {   return m_ChampioningFactionDungeonLevel;}
    void SetChampioningFaction(uint32 faction, uint32 dungeonLevel = 0)
    {
        m_ChampioningFaction = faction;
        m_ChampioningFactionDungeonLevel = dungeonLevel;
    }
    Spell * m_spellModTakingSpell;

    float GetAverageItemLevel();
    bool isDebugAreaTriggers;

protected:
    uint32 m_GuildMoneyModifier;
    uint32 m_AreaID;
    uint32 m_regenTimerCount;
    uint32 m_holyPowerRegenTimerCount;          // Holy power updates ticks at every 10s thats wy we need this.
    uint32 m_focusRegenTimerCount;                 // Focus power updates ticks at every second.
    float m_powerFraction[MAX_POWERS];
    uint32 m_contestedPvPTimer;

    /*********************************************************/
    /***               BATTLEGROUND SYSTEM                 ***/
    /*********************************************************/

    /*
     this is an array of BG queues (BgTypeIDs) in which is player
     */
    struct BgBattlegroundQueueID_Rec
    {
        BattlegroundQueueTypeId bgQueueTypeId;
        uint32 invitedToInstance;
    };

    BgBattlegroundQueueID_Rec m_bgBattlegroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
    BGData m_bgData;

    bool m_IsBGRandomWinner;

    /*********************************************************/
    /***                    QUEST SYSTEM                   ***/
    /*********************************************************/

    //We allow only one timed quest active at the same time. Below can then be simple value instead of set.
    typedef std::set<uint32> QuestSet;
    QuestSet m_timedquests;
    QuestSet m_weeklyquests;

    uint64 m_divider;
    uint32 m_ingametime;

    /*********************************************************/
    /***                   LOAD SYSTEM                     ***/
    /*********************************************************/

    void _LoadActions(PreparedQueryResult result);
    void _LoadAuras(PreparedQueryResult result, uint32 timediff);
    void _LoadGlyphAuras();
    void _LoadBoundInstances(PreparedQueryResult result);
    void _LoadInventory(PreparedQueryResult result, uint32 timediff);
    void _LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery);
    void _LoadMail();
    void _LoadMailedItems(Mail *mail);
    void _LoadQuestStatus(PreparedQueryResult result);
    void _LoadQuestStatusRewarded(PreparedQueryResult result);
    void _LoadDailyQuestStatus(PreparedQueryResult result);
    void _LoadWeeklyQuestStatus(PreparedQueryResult result);
    void _LoadRandomBGStatus(PreparedQueryResult result);
    void _LoadGroup(PreparedQueryResult result);
    void _LoadSkills(PreparedQueryResult result);
    void _LoadSpells(PreparedQueryResult result);
    void _LoadFriendList(PreparedQueryResult result);
    bool _LoadHomeBind(PreparedQueryResult result);
    void _LoadDeclinedNames(PreparedQueryResult result);
    void _LoadArenaTeamInfo(PreparedQueryResult result);
    void _LoadArenaStatsInfo(PreparedQueryResult result);
    void _LoadEquipmentSets(PreparedQueryResult result);
    void _LoadBGData(PreparedQueryResult result);
    void _LoadGlyphs(PreparedQueryResult result);
    void _LoadTalents(PreparedQueryResult result);
    void _LoadInstanceTimeRestrictions(PreparedQueryResult result);
    void _LoadTalentBranchSpecs(PreparedQueryResult result);
    void _LoadCurrency(PreparedQueryResult result);
    void _LoadConquestPointsWeekCap(PreparedQueryResult result);

    /*********************************************************/
    /***                   SAVE SYSTEM                     ***/
    /*********************************************************/

    void _SaveActions(SQLTransaction& trans);
    void _SaveAuras(SQLTransaction& trans);
    void _SaveInventory(SQLTransaction& trans);
    void _SaveMail(SQLTransaction& trans);
    void _SaveQuestStatus(SQLTransaction& trans);
    void _SaveDailyQuestStatus(SQLTransaction& trans);
    void _SaveWeeklyQuestStatus(SQLTransaction& trans);
    void _SaveSkills(SQLTransaction& trans);
    void _SaveSpells(SQLTransaction& trans);
    void _SaveEquipmentSets(SQLTransaction& trans);
    void _SaveBGData(SQLTransaction& trans);
    void _SaveGlyphs(SQLTransaction& trans);
    void _SaveTalents(SQLTransaction& trans);
    void _SaveTalentBranchSpecs(SQLTransaction& trans);
    void _SaveCurrency();
    void _SaveConquestPointsWeekCap();
    void _SaveStats(SQLTransaction& trans);
    void _SaveInstanceTimeRestrictions(SQLTransaction& trans);

    void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
    void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;

    /*********************************************************/
    /***              ENVIRONMENTAL SYSTEM                 ***/
    /*********************************************************/
    void HandleSobering();
    void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen);
    void StopMirrorTimer(MirrorTimerType Type);
    void HandleDrowning(uint32 time_diff);
    int32 getMaxTimer(MirrorTimerType timer);

    /*********************************************************/
    /***                  HONOR SYSTEM                     ***/
    /*********************************************************/
    time_t m_lastHonorUpdateTime;

    void outDebugValues() const;
    uint64 m_lootGuid;

    uint32 m_team;
    uint32 m_nextSave;
    time_t m_speakTime;
    uint32 m_speakCount;
    Difficulty m_dungeonDifficulty;
    Difficulty m_raidDifficulty;
    Difficulty m_raidMapDifficulty;

    uint32 m_atLoginFlags;

    Item* m_items[PLAYER_SLOTS_COUNT];
    uint32 m_currentBuybackSlot;
    PlayerCurrenciesMap m_currencies;
    uint32 _GetCurrencyWeekCap(const CurrencyTypesEntry* currency) const;
    uint32 _GetCurrencyTotalCap(const CurrencyTypesEntry* currency) const;

    uint16 m_maxWeekRating[CP_SOURCE_MAX];
    uint16 m_conquestPointsWeekCap[CP_SOURCE_MAX];          // without *PLAYER_CURRENCY_PRECISION!

    std::vector<Item*> m_itemUpdateQueue;
    bool m_itemUpdateQueueBlocked;

    uint32 m_ExtraFlags;
    uint64 m_curSelection;

    uint64 m_comboTarget;
    int8 m_comboPoints;

    QuestStatusMap m_QuestStatus;
    QuestStatusSaveMap m_QuestStatusSave;

    RewardedQuestSet m_RewardedQuests;
    QuestStatusSaveMap m_RewardedQuestsSave;

    SkillStatusMap mSkillStatus;

    uint32 m_GuildIdInvited;
    uint32 m_ArenaTeamIdInvited;

    PlayerMails m_mail;
    PlayerSpellMap m_spells;
    PlayerTalentMap *m_talents[MAX_TALENT_SPECS];
    uint32 m_lastPotionId;// last used health/mana potion in combat, that block next potion use

    uint8 m_activeSpec;
    uint8 m_specsCount;
    uint32 m_branchSpec[MAX_TALENT_SPECS];
    uint32 m_freeTalentPoints;

    uint32 m_emote;

    uint32 m_Glyphs[MAX_TALENT_SPECS][MAX_GLYPH_SLOT_INDEX];

    ActionButtonList m_actionButtons;

    float m_auraBaseMod[BASEMOD_END][MOD_END];
    int16 m_baseRatingValue[MAX_COMBAT_RATING];
    uint32 m_baseFeralAP;
    uint32 m_baseManaRegen;
    uint32 m_baseHealthRegen;
    uint32 m_baseSpellPower;
    int32 m_spellPenetrationItemMod;

    uint32 m_spellPowerFromIntellect;

    SpellModList m_spellMods[MAX_SPELLMOD];
    //uint32 m_pad;
//        Spell * m_spellModTakingSpell;  // Spell for which charges are dropped in spell::finish

    EnchantDurationList m_enchantDuration;
    ItemDurationList m_itemDuration;
    ItemDurationList m_itemSoulboundTradeable;

    void ResetTimeSync();
    void SendTimeSync();

    uint64 m_resurrectGUID;
    uint32 m_resurrectMap;
    float m_resurrectX, m_resurrectY, m_resurrectZ;
    uint32 m_resurrectHealth, m_resurrectMana;

    WorldSession *m_session;

    typedef std::list<Channel*> JoinedChannelsList;
    JoinedChannelsList m_channels;

    uint8 m_cinematic;

    TradeData* m_trade;

    bool m_DailyQuestChanged;
    bool m_WeeklyQuestChanged;
    time_t m_lastDailyQuestTime;

    uint32 m_drunkTimer;
    uint16 m_drunk;
    uint32 m_weaponChangeTimer;

    uint32 m_zoneUpdateId;
    uint32 m_zoneUpdateTimer;
    uint32 m_areaUpdateId;

    uint32 m_deathTimer;
    time_t m_deathExpireTime;

    uint32 m_restTime;

    uint32 m_WeaponProficiency;
    uint32 m_ArmorProficiency;
    bool m_canParry;
    bool m_canBlock;
    bool m_canTitanGrip;
    uint8 m_swingErrorMsg;
    float m_ammoDPS;

    ////////////////////Rest System/////////////////////
    time_t time_inn_enter;
    uint32 inn_pos_mapid;
    float inn_pos_x;
    float inn_pos_y;
    float inn_pos_z;
    float m_rest_bonus;
    RestType rest_type;
    ////////////////////Rest System/////////////////////
    uint32 m_resetTalentsCost;
    time_t m_resetTalentsTime;
    uint32 m_usedTalentCount;
    uint32 m_questRewardTalentCount;

    // Social
    PlayerSocial *m_social;
    uint32 m_guildId;

    // Groups
    GroupReference m_group;
    GroupReference m_originalGroup;
    Group *m_groupInvite;
    uint32 m_groupUpdateMask;
    uint64 m_auraRaidUpdateMask;
    bool m_bPassOnGroupLoot;

    // last used pet number (for BG's)
    uint32 m_lastpetnumber;

    // Player summoning
    time_t m_summon_expire;
    uint32 m_summon_mapid;
    float m_summon_x;
    float m_summon_y;
    float m_summon_z;

    DeclinedName *m_declinedname;
    Runes *m_runes;
    EquipmentSets m_EquipmentSets;

    bool canSeeAlways(WorldObject const* obj) const;

    bool isAlwaysDetectableFor(WorldObject const* seer) const;
private:
    // internal common parts for CanStore/StoreItem functions
    uint8 _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem) const;
    uint8 _CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
    uint8 _CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
    Item* _StoreItem(uint16 pos, Item *pItem, uint32 count, bool clone, bool update);

    std::set<uint32> m_refundableItems;
    void SendRefundInfo(Item* item);
    void RefundItem(Item* item);

    int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus = false);
    void AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData);

    bool IsCanDelayTeleport() const
    {   return m_bCanDelayTeleport;}
    void SetCanDelayTeleport(bool setting)
    {   m_bCanDelayTeleport = setting;}
    bool IsHasDelayedTeleport() const
    {   return m_bHasDelayedTeleport;}
    void SetDelayedTeleportFlag(bool setting)
    {   m_bHasDelayedTeleport = setting;}

    void ScheduleDelayedOperation(uint32 operation)
    {
        if (operation < DELAYED_END)
        m_DelayedOperations |= operation;
    }

    MapReference m_mapRef;

    void UpdateCharmedAI();

    uint32 m_lastFallTime;
    float m_lastFallZ;

    int32 m_MirrorTimer[MAX_TIMERS];
    uint8 m_MirrorTimerFlags;
    uint8 m_MirrorTimerFlagsLast;
    bool m_isInWater;

    // Current teleport data
    WorldLocation m_teleport_dest;
    uint32 m_teleport_options;
    bool mSemaphoreTeleport_Near;
    bool mSemaphoreTeleport_Far;

    uint32 m_DelayedOperations;
    bool m_bCanDelayTeleport;
    bool m_bHasDelayedTeleport;

    // Temporary removed pet cache
    uint32 m_temporaryUnsummonedPetNumber;
    uint32 m_oldpetspell;

    AchievementMgr m_achievementMgr;
    ReputationMgr m_reputationMgr;

    SpellCooldowns m_spellCooldowns;
    std::map<uint32, uint32> m_globalCooldowns;// whole start recovery category stored in one

    uint32 m_ChampioningFaction;
    uint32 m_ChampioningFactionDungeonLevel;

    uint32 m_timeSyncCounter;
    uint32 m_timeSyncTimer;
    uint32 m_timeSyncClient;
    uint32 m_timeSyncServer;

    InstanceTimeMap _instanceResetTimes;
    InstanceSave* _pendingBind;
    uint32 _pendingBindTimer;
};

class Player_bot: public Player
{
public:
    ~Player_bot ()
    {
    }
    ;
    const uint64 GetGUID ()
    {
    }
    Player_bot (WorldSession * session) :
            Player(session)
    {
    }
    Player_bot (WorldSession &session) :
            Player(session)
    {
    }
    ;
    virtual uint8 getClass () const
    {
        return CLASS_DEATH_KNIGHT;
    }
};

void AddItemsSetItem (Player*player, Item *item);
void RemoveItemsSetItem (Player*player, ItemPrototype const *proto);

// "the bodies of template functions must be made available in a header file"
template<class T> T Player::ApplySpellMod (uint32 spellId, SpellModOp op, T &basevalue, Spell * spell)
{
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
    if (!spellInfo)
        return 0;
    float totalmul = 1.0f;
    int32 totalflat = 0;

    // Drop charges for triggering spells instead of triggered ones
    if (m_spellModTakingSpell)
        spell = m_spellModTakingSpell;

    for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
    {
        SpellModifier *mod = *itr;

        // Charges can be set only for mods with auras
        if (!mod->ownerAura)
            ASSERT(mod->charges == 0);

        if (!IsAffectedBySpellmod(spellInfo, mod, spell))
            continue;

        if (mod->type == SPELLMOD_FLAT)
            totalflat += mod->value;
        else if (mod->type == SPELLMOD_PCT)
        {
            // skip percent mods for null basevalue (most important for spell mods with charges)
            if (basevalue == T(0))
                continue;

            // special case (skip >10sec spell casts for instant cast setting)
            if (mod->op == SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
                continue;

            totalmul *= 1.0f + (float) mod->value / 100.0f;
        }

        DropModCharge(mod, spell);
    }
    float diff = (float) basevalue * (totalmul - 1.0f) + (float) totalflat;
    basevalue = T((float) basevalue + diff);
    return T(diff);
}
#endif
